Campaign Options

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Sage's unused options

These are in approximately the order of how much I'd like to run them right now. They are also in order of least to most "crunchy" (i.e. how heavy they lean on the numbers/a system and how much the player would need to get familiar with the system).

See my user page for information on the games I've run in the past and my influences/current thinking on GM style.

Tinker Tailor Merchant Clerk

A low-magic fantasy campaign in a world based loosely on a fantasy Europe-esque dark ages-kind of setting. The setting and mechanics will be home-brew, or possibly based on Burning Wheel.

You are all civilians. You are not gallant knights, you are not fire-flinging wizards. You aren't even soldiers, but you just might be heroes.

Mechanics

The players will all be civilian "classes", using a freeform skill selection with a player determined aspirational career or class. The more specific the skill, the better it is for specific situations, but the less applicable it will be in general (obviously). Example skills could be the obvious appropriate ones from D&D or similar, like speechcraft, diplomacy, knowledge: whatever, craft: mundane item, brewing, etc; or make up your own (with GM approval/discussion on effectiveness/availability). Some magic related skills are fine, but keep in mind that your character is not, and can never be, a wizard or cleric in the D&D sense.

The career or class title you select mostly exists to give focus and identity to your character as they are played. Your occupation can also say a lot about your place in society, based on how society treats merchants, priests, craftspeople, and so on.

For example: a character could select skills like "appraise item", "haggle", and "knowledge: (locality)", and pick for a career "travelling merchant" or just "merchant". They could also just as well pick for a career something like "quartermaster" or "innkeeper" (though innkeeper may be more difficult to play as a member of a potentially travelling group).

 
Danger lurks in the dark places, but power, too, for those willing to pay the price.

The Setting

The starting region has the flavor of continental Europe, lol fantasy trope. Cultures mix and trade enough to bring in the occasional people and goods from neighboring regions. This is not a time of empire, but of a collection of generally independent kingdoms coexisting or feuding as it is politically expedient.

Supernatural and magical elements exist, but are not highly systematized, are not easy or well know, and come at a high cost. There are no wizards of the D&D sense, but some may practice alchemy or runic/ritual type magic. There are places of power, most not well known or forgotten, and remnants of old magic that most folk will avoid at all costs.

Similarly, there is no monolithic Church. Think instead of decentralized Greek or Germanic paganism with strains of animism and ancestor worship.

The Story

You all start out as residents of a village on the cusp of townhood at the mountainous outskirts of your kingdom. Until relatively recently, the native people in your area didn't really care or even know much about the specifics of a war that reached the capital, where the previous King was killed, and the invading barbarian warrior Queen who took his throne. That is, until her soldiers and officials showed up to reopen the nearly forgotten mines of the nearby mountains. As the mines were made operational, trade and attention were brought to your village for the first time in the memory of anyone living there. And are there more guards patrolling the roads these days?

The times are changing, and opportunity abounds for those who can change with them.

(Not ready to run)

I will eventually finish my campaign/setting to follow up from my preview test campaign. I'll put more information here as I flesh it out.

Mechanics

Home-brew, probably skill based.

The Setting

A frontier world a few generations or so after the war that broke the power of the slaver spirits. Humans from the Emberfang Isles have colonized the western coast of a large continent to the east. The Emberfang Isles themselves have become a monument to the Emperor who led them and their Elvish allies in the war, the Emperor who disappeared after their victory.

The Story

???

Misc

A few systems I want to try out or create campaigns for eventually. Feel free to steal these, other GMs.

  • Far Trek - A Star Trek:TOS based game. I'm considering writing a supliment to make it TNG, but it could be fun as is too.
  • Spellbound Kingdoms - Renaissance Fantasy system designed to stay out of the way and make all the mechanics go fast.

Luke's ideas

Mine are listed in no particular order. World Wide Wrestling is the least crunchy of the systems that I'm looking at, though I think any of these games should be fairly accessible.

For my part, I like making games that are fun and funny. I find that the format of gaming is more entertaining when it's about the players doing big, overblown, badass actions while the GM sets up a game world that builds them up and makes each player stand out as a unique and interesting person. I sometimes like to blend elements of mixed media, horror fiction, melodrama, and theatre into my games, but ultimately if we're not laughing for most of the session I feel like I've done something wrong. I've had big epic campaigns in the past, with huge world-altering stories, but I never ever let it get too dour.

As far as things to expect, or influences...

  • I will try to make you laugh.
  • As said above, I try not to take things too seriously and try to avoid big "epic" plots. When I do them, I usually add healthy doses of humor and self-deprecation to avoid making things too dire.
  • I have a passion for history, especially European, Mediterranean, and African history.
  • I also am extremely interested in Greco-Roman mythology, Arthurian lore, Celtic folklore, and Fae myths.
  • Mixed media (audio, video, artwork, etc.) is something that I enjoy to set the mood and make you feel more connected to the world. I try to plan this stuff out ahead of time and will usually make regular usage of this wiki to prepare for sessions to have these things ready to deploy.
  • I will also try to fuck with your heads by making characters surprise you. I believe that any NPC who shows up more than once or twice should be a complicated, realistic person, and I think I can safely say that I've had pretty decent success with making cool, unique NPCs in past campaigns. This is something I plan to continue working on.

The Secrets of the Stars

What are they, and where are they all going?

Mechanics

I'm not sure what system I want to use for this, just yet. It might be Fate, or something similarly story-based. I don't want it to be overly crunchy, and I want it to be somewhat flexible. It will be a multi-generational game, as your main quest will take potentially hundreds of in-game years to come to fruition, and I plan to give the players a lot of flexibility in how much detail they want to put into any one generation or character. Think of this almost as like a Crusader Kings game - your monarch will change, and fairly often. Some will be more memorable than others. There will be elements of inheritance, genetics, and random chance involved in who your current character is. Your father may have been a giant among men, but perhaps your current character didn't get all those same genes, and so he's a more normal height and a bit more bookish, but retaining a propensity for quick muscle growth. The idea will be for each player to take on multiple different characters, but to provide a sense of familiarity with each.

The Setting

A world where distance, and time, matter. The heroes will be a part of one country in a massive world that will never be able to be fully explored in one lifetime, so it's a good thing this game is multi-generational. Culture, geography, time, and language will all be important elements of this game. It will be a fantasy world, but one which is grounded in a more realistic setting than most dungeon-crawlers. Magic exists, and so does technology, and you may just have a say in which one your people embrace. Your home country is heavily spiritual and has a rich warrior history, though they are becoming far more egalitarian, with a rapidly changing culture and caste system. Other countries will be as different to yours as Leonidas's Sparta would have been to the Netherlands under William of Orange. Perhaps you will find a home more fitting to yourselves in one of these strange lands. Perhaps you will find new careers, opportunities, or rivalries. Ultimately, though, the players will not be portraying a single character, but rather a family. Perhaps, if you make your mark, a dynasty. If all goes well, this game will have a very rich history which the players will be heavily invested in, and many thriving cultures which will interact in surprising, significant ways.

The Story

The stars are disappearing, one by one. A patch of sky once dense with cosmic light is becoming darker and more barren by the year. It happens so slowly that only the wisest and most learned folk have even noticed, and you have been tasked with finding out what is happening - and how it can be stopped. You and your family will carve out a path through the years to learn more about this cosmic occurrence, and what threat may lay in store for your people. And depending on what you learn, how will you use your knowledge? To your own benefit, or for the mutual gain of all free peoples?

Diana: Warrior Princess

Diana paused at the edge of the ravine and listened.

Nothing but the howl of a distant coyote, the soft slither of sand blown by the wind, and a faint hiss of steam from the crashed helicopter's boiler below. But she could sense there was something out there. She silently pulled herself over the rocky edge, checked her sword and bow, and crouched, waiting.

Fergie slid up beside her, cupped her hand to her ear, pointed, and whispered, "That way..."

Diana turned slightly and listened again. Now she could hear it; faint music, drums, and the soft twang of a sitar.

"An Indian raiding party..."

Mechanics

The game is meant to be extremely simple to learn and play. Everybody picks a character (the setting is meant to be played with everyone being a premade character like Diana, Fergie, etc. but we can discuss whether you would want to just play your own group allied with Diana or one of the other main figures in the setting, or whether you'd want to control Diana and friends yourselves...I'm open on this) and the whole thing is meant to play out like a television series.

Characters have a status rank based on being a star, guest star, co-star, extra, etc. This status can be improved with experience (as you capture audience by being interesting and engaging!) and determines how easily you succeed. Rolls generally involve a d6, and your status determines how well you have to roll to succeed. You roll a number of d6s based on your attribute that you're using. The number of successes you get determine how awesome you are at what you're doing, or how spectacularly you fuck up. That's pretty much it for the rules. It's very simple.

There's equipment, vehicles, gadgets, etc. but everything pretty much follows these rules for how things work in the game.

The Setting (paraphrased from the manual)

Imagine that 3,000 years from now, our descendants decide to make a holo-novel series about the 21st century. Our descendants, as remote from us as we are from the ancient Greeks, and with as many gaps in their knowledge. With the same loving attention to historical accuracy that we have come to expect from our own television producers.

Realism can fuck itself. Eva Peron is Hitler's mistress. JFK had an affair with Queen Victoria. Zulu hordes invaded Vietnam. The Spanish Inquisition stalks heretics in Spanish Harlem. Steam cars line the roads even as ICBMs lie in silos, waiting to annihilate the world. Babbage engines, stealth bombers, and sorcerers all coexist - though not peacefully.

Other interesting details include Sly and the Family Stallone - a band of wandering minstrels and vagabonds including Sly Stallone, Sharon Stallone, Emma Stallone, Rocky Stallone, Rambo Stallone, John "Demolition Man" Stallone, and Tango Stallone. There's Wild Bill Gates, a computer cowboy and riverboat gambler famous for his catchphrase, "Make Money Fast." Ron L. Hubble, a con-man and thief. And, last but not least, the benign Emperor Norton of America, a wise ruler well-respected for his kindness and jovial nature.

It's the real world as far as the characters are concerned, but it's far from a real world by our standards.

The Story

The autocratic Queen Elizabeth sits on the throne of England, almost entirely rural with the exception of the sprawling metropolis known as MegaLondon 1 at its center. She has ordered the death of Princess Diana for divorcing her son, the Bonnie Prince Charlie. Aided in her plots by the evil sorceress Thatcher, Queen Elizabeth forces Diana into exile in the nearby country of Britannia - ruled over by Queen Victoria and her red-coated Beefeater armies. To the north, the free lands of Scotchland are a desert wasteland ruled over by kilt-wearing barbarians riding in spike-festooned steam cars.

Diana left Bonnie Prince Charlie because she has been awakened to the corrupt nature of her era, and the secret truth behind it. Suspecting her husband was unfaithful, Diana investigated and uncovered evidence of Charlie's involvement in arms dealings and trafficking of the drug "tobacco" to children in third-world countries. Fleeing the country, Diana uncovered evidence that the world has been overrun by agents of the evil God of War, Landmines. Armed with this knowledge, Diana swears that she will not rest until she can free the world of the evil of Landmines forever as the greatest hero of her times. Allying herself with stout heroes like Fergie, the barbarian chief Red Ken, Wild Bill Gates, and others.

Pendragon - Anarchy in the UK

Continuing the adventures of the Ursine Order, now the most revered knights in Salisbury.

Mechanics

Almost all of us have played Pendragon in the past during the Uther Phase. The Anarchy Phase still uses the same rules, but is much more dangerous. The game takes place where each session is intended to represent one year of time in the game, and is followed by a winter phase where you can pimp out your manor, bone your spouse, and try to groom your heirs into powerful and honorable knights themselves.

Everyone plays a knight, and the sooner you accept this the happier you'll be. You can pretend to be something else, but you'll still be a knight. You can be all different kinds of knights, but everyone plays a knight.

The system is, admittedly, somewhat crunchy when it gets to the winter phase, but it's up to you how much we go into that stuff. Overall the game is all based around the d20, with d6s for damage rolls.

The Setting

Pendragon takes place during the years leading up to, during, and at the end of the rule of King Arthur. The plot for this game takes place over 85 years. This is a world of magic, intrigue, romance, chivalry, myth, war, and diplomacy. The Arthurian cycle is probably the most well-known and well-loved epic of the western world. This game's version of the myth combines Le Morte D'Arthur by Mallory with the works of Geoffrey of Monmouth, T.H. White's The Once and Future King, and even some stuff from the original Welsh myths.

The Story

When we last left the Brotherhood of the Bear, our heroes had narrowly survived assassination at the hands of the vile Saxons at a feast after the Battle of St. Albans. Virtually all of the nobility of Logres was killed, leaving the land without any obvious ruler. Worse still, one of the fallen lords was Earl Roderick of Salisbury, the Ursine Order's sovereign. Salisbury is now in the hands of Robert, a young child, and is being stewarded by his mother, Earl Roderick's widow.

Currently the land is torn between the threats and blackmail of Saxon lords from Sussex, Wessex, and Essex, the promises of Briton kings from the north and west, and the rumors of an heir to Madoc, Uther's fallen son. The knights of Salisbury have a chance to influence the decisions of the Countess and determine the future of Salisbury.

The Gorgeous Ladies of World Wide Wrestling!!!!

ARE YOU READY TO RUUUUUUUUUUUUUUUUUUUMBLE!?!?!?!?!

Mechanics

This game is another Apocalypse World game, just like Monsterhearts. It's the same basic system, but with a bent towards Pro Wrestling. The game encourages big, overblown antics. Each match involves two wrestlers, either with one or both being a player character. The matches are fast-paced to avoid excluding people, and during the matches other players act as announcers, giving ridiculous descriptions of the action and even putting the wrestlers over when they fuck something up to make the audience believe it was all part of the action.

The Setting

You'll all be middle card wrestlers in a regional all-woman wrestling chain in the 1980s, the era of hilarious, ridiculous gimmick wrestlers and steroid abuse.

The Story

As wrestlers in a regional wrestling organization in the Pacific Northwest, you'll tour around the west coast as you quest to rise through the ranks and grab the championship belt! Along the way you'll deal with politics, both kayfabe and backstage. You'll fight for position and camera time and the love of the audience. If you can get enough attention, you'll be rewarded with amazing opportunities. Wrestling is just coming into its own now in the 1980s, and scandal is just around the corner. Women in wrestling are a novelty in the 80s, though, and nobody takes you seriously at all when you start. Will you prove them wrong, and show them you have what it takes to be the most electrifying performers the ring has ever seen?

Darklands

Adventures in medieval Germany.

Mechanics

I'm building my own pen & paper system which converts the best aspects of a 1992 computer game into a tabletop game. The game system is quite a lot like Top Secret, in that most stuff is handled by d100s. I'm also making some physical tools to help with the gameplay since one of the coolest things about the game is that as you fight you get worn out and become fatigued, meaning that rope-a-dope is a viable strategy in this game. It's quite realistic, in that a guy who is barely hanging on to life will not fight as well as a well-rested warrior. The tools I'm building will allow you to slide and adjust based on your current stamina and strength so that it can do all the work on telling you what your weapon effectiveness will be like.

Another cool thing about the game is that you will be able to make a lot of decisions for your character based on their class, their upbringing, their education and training, and their career aspirations. You can be a lifelong soldier, a wandering monk, a scholar, a merchant, a woodsman, a vagabond, or maybe you've been several of those things throughout a long, eclectic life before joining a small group of adventurers for drinks at a Berlin tavern.

The Setting

This game is set in 15th century Germany, as perceived by the Germans of the 15th century. It's historical fantasy, where dragons - while rare - do lurk in the mountains. Where mines can be overrun by knockers and dwarves. Where wildmen, monsters, and witches hide in the woods.

Satanic cults, religious orders, traveling alchemists, and robber knights are just a few of the enemies - or allies - that you might meet.

The Story

A varied and diverse group of people meet in a tavern, itching to get outside the city walls and seek out adventure. There's always work for mercenaries and sell swords in the countryside. You make your decisions. Do you want to hang out in the city for a time, becoming a group of local heroes by cleaning up the streets as vigilantes? Or do you want to set out of the city to search for fortunes in the woods outside? Do you want to ask for work from the Medici family's banking empire? Or perhaps the church might have need of your services?

Your only mission at the start is to make a profit and become famous. Each character will be tasked with coming up with their own goals and desires, which may just conflict with others in the party. Over time, you just might find that there is something more sinister going on in Germany, of course...

Like Nazis. Fucking Germans.

 
You better solve this mystery before the end of the season or so help me..!

Dallas: The Next Generation - The Television Mashup Roleplaying Game!

You know you want to play it, people. WHO SHOT J.L.?

Mechanics

Dallas: The RPG

The Setting

Presumably the USS Enterprise NCC-1701-D, the Federation in general, other ships, planets, etc...

The Story

https://www.youtube.com/watch?v=9YPQARBgHS8

I'm sure there were other plots on Dallas, but does anyone remember what they were? No one but my mom, that's who.

REQUESTS

Sage

DEAR OTHER GMS:

  • I would like to play a game where I get to play a 2nd/Hackmaster/3.5 ed style Cleric sometime.
  • I'd also really be into another Archer-inspired game of Top Secret.