Herein we list potential campaigns for the group to play. Any [[Game Masters]] may list games here for consideration. Please refer to them when voting on a next campaign.
== 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 [[User:Sage|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). [[File:Heartoftheforestdraw.jpg|thumb|upright|left|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 [[Seldon Plan (2015)|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 fun 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 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.
== = [https://www.youtube.com/watch?v=5KdE0p2joJw 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 NEW CHALLENGER APPROACHES! 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? === [https://www.youtube.com/watch?v=NMQrORyQnEA CBPk-1wCCS8 Diana: Warrior Princess] ===
''Diana paused at the edge of the ravine and listened.''
''"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.
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.
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.
=== [https://www.youtube.com/watch?v=qbmWs6Jf5dc 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.
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.
= Benjamin's current options =These are in approximately the order of how much I'd like to run them right now= [https://youtu. be/qkPYz4VwqSo?t=2m29s The relevant first three are also in order Gorgeous Ladies 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).World Wide Wrestling]!!!! ===ARE YOU READY TO RUUUUUUUUUUUUUUUUUUUMBLE!?!?!?!?!
See [[User:Benjamin#Games_GM==== Mechanics ====This game is another Apocalypse World game, just like Monsterhearts.27d|my user page]] for It's the games I've run in 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 pastaction.
General trends/influences that might affect my games:==== The Setting ====* IYou'm reading up on Burning Wheel and ll all be middle card wrestlers in a lot of the ideas regional all-woman wrestling chain in that system are looking interesting to me right now.* I tend to improvise a lot more than other GMs. It seems to work well.* I want to find ways to incorporate audio into the gaming experience to set the mood.* Expect experimentation.* Since 1980s, the last game I ran I've had a lot era of exposure to European history, especially Rome, England, Francehilarious, ridiculous gimmick wrestlers and the German speaking countries. This might weigh a lot on how I design cultures and political entities in my games.* I've also been learning Old English and gotten interested in some bits of linguistics. I promise not to invent a language and make you learn it, I am no Tolkiensteroid abuse.
== Tinker Tailor Merchant Clerk == The Story ====A low-magic fantasy campaign As wrestlers in a world based loosely on a fantasy Europe-esque dark ages-kind 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 settingthe audience.The setting 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 mechanics will be home-brewscandal is just around the corner. Women in wrestling are a novelty in the 80s, though, or possibly based on Burning Wheeland 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?
You are all civilians=== [https://www. You are not gallant knights, you are not fire-flinging wizardsyoutube. You aren't even soldiers, but you just might be heroescom/watch?v=vnOkYygLx08 Darklands] ===Adventures in medieval Germany.
==== Mechanics ====The players will all be civilian "classes", using I'm building my own pen & paper system which converts the best aspects of a freeform skill selection with 1992 computer game into a player determined aspirational career or classtabletop game. The more specific the skill, the better it game system is for specific situationsquite a lot like Top Secret, but the less applicable it will be in general (obviously)that most stuff is handled by d100s. Example skills could be I'm also making some physical tools to help with the gameplay since one of the coolest things about the obvious appropriate ones from D&D or similargame is that as you fight you get worn out and become fatigued, like speechcraft, diplomacy, knowledge: whatever, craft: mundane item, brewing, etc; or make up your own (with GM approval/discussion on effectiveness/availability)meaning that rope-a-dope is a viable strategy in this game. Some magic related skills are fineIt's quite realistic, but keep in mind that your character 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 never do all the work on telling you what your weapon effectiveness will be, a wizard or cleric in the D&D senselike.
The career or class title Another cool thing about the game is that you select mostly exists to give focus and identity will be able to make a lot of decisions for your character as they are playedbased on their class, their upbringing, their education and training, and their career aspirations. Your occupation You can also say be a lifelong soldier, a lot about your place in societywandering monk, a scholar, a merchant, based on how society treats merchantsa woodsman, priestsa vagabond, craftspeopleor maybe you've been several of those things throughout a long, and so oneclectic life before joining a small group of adventurers for drinks at a Berlin tavern.
For example: a character could select skills like "appraise item"==== The Setting ====This game is set in 15th century Germany, "haggle"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 "knowledge: (locality)"dwarves. Where wildmen, monsters, 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)witches hide in the woods.
=== The Setting ===[[File:Heartoftheforestdraw.jpg|thumb|x200px|Danger lurks in the dark placesSatanic cults, but powerreligious orders, too, for those willing to pay the price.]]The starting region has the flavor of continental Europetraveling alchemists, lol fantasy trope. Cultures mix and trade enough to bring in the occasional people and goods from neighboring regions. This is not robber knights are just a time few of empire, but of a collection of generally independent kingdoms coexisting the enemies - or feuding as it is politically expedientallies - that you might meet.
Supernatural ==== The Story ====A varied and magical elements exist, but are not highly systematized, are not easy or well knowdiverse group of people meet in a tavern, itching to get outside the city walls and come at a high costseek out adventure. There are no wizards '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 D&D sense, but some may practice alchemy or runic/ritual type magic. There are places streets as vigilantes? Or do you want to set out of power, most not well known or forgotten, and remnants 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 old magic that most folk will avoid at all costs.your services?
Similarly, there Your only mission at the start is no monolithic Churchto make a profit and become famous. Think instead of decentralized Greek or Germanic paganism Each character will be tasked with coming up with strains of animism their own goals and ancestor worship. === The Story ===You all start out as residents of a village on the cusp of townhood at desires, which may just conflict with others in the mountainous outskirts of your kingdomparty. Until relatively recentlyOver time, the native people in your area didn't really care or even know much about the specifics of a war you just might find that reached the capital, where the previous King was killed, and the invading barbarian warrior Queen who took his throne. That there issomething more sinister going on in Germany, until her soldiers and officials showed up to reopen the nearly forgotten mines of the nearby mountainscourse. 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.
== Planescape Nights ==Like Nazis. Fucking Germans.
=== Mechanics ===D&D 3.5. Ish. === The Setting ===[[File:GreatwheelWhoshotpicard.jpgpng|thumb|480pxupright|The PlanesYou better solve this mystery before the end of the season or so help me..!]] === [https://www.youtube.com/watch?v=QktVh64BYx4 Dallas: The Next Generation - The Story Television Mashup Roleplaying Game]! ===Epic high fantasy, sword and sorcery, all this and more! Be a wizard pretending to be a cleric! Or whatever You know you want! We will hit the streets of Sigil and adventure will find YOU. I promise you the finest in improvisational fantasy as you trek across the planes. You are all adventurers. You could be gallant knightsto play it, you could be fire-flinging wizardspeople. You could even be soldiers, but you might not be heroesWHO SHOT J. If you want a more traditional campaign, this is the option you wantL. = Not under current consideration === Benjamin's Potential Options ===== Village in the Darkness ===[[File:Darkforest.jpg|thumb|Who knows what evil lurks in the hearts of men?]]The title really only applies to what I would call the prologue of the story.
==== Mechanics ====
Probably Burning Wheel, I have been highly recommended it. I'll pick something for sure before we start.Dallas: The RPG
==== The Setting ====
A village set deep Presumably the USS Enterprise NCC-1701-D, the Federation in an old-growth forestgeneral, far from any other sign of civilization with only very occasional-to-rare outside contactships, planets, etc. None of the children and only a few of the adults have ever been outside the village. The forest is full of ruins and secrets, the children are not encouraged to explore.
==== The Story ====
Our heroes have been taught since an early age that shadows and the darkness are their friendhttps://www. It protects them from the monsters in the world outside the village. It keeps them hidden from the eyes of those who might seek to harm them. As we meet them, they are just coming of age in the village, and are nearing the end of their preparations to face the pilgrimage to the ruins nearby which marks their transition into adulthoodyoutube.com/watch?v=9YPQARBgHS8
=== (Not ready to run) ===I will eventually finish my campaign/setting to follow up from 'm sure there were other plots on Dallas, but does anyone remember what they were? No one but my [[Seldon Plan (2015)|preview]] test campaign.Imom, that'll put more information here as I flesh it outs who.
==REQUESTS == Mechanics ====Home-brew, probably skill based.
==== The Setting =Sage ===A frontier world DEAR OTHER GMS:* I would like to play 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 game where I get to play a large continent to the east2nd/Hackmaster/3. 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 victory5 ed style Cleric sometime. ==== The Story ====???* I'd also really be into another Archer-inspired game of Top Secret.