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Herein we list potential campaigns for the group to play. Please refer to them when voting on a next campaign.
 
= Benjamin's options =
These are in approximately the order of how much I'd like to run them right now. The relevant first three 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:Benjamin#Games_GM.27d|my user page]] for the games I've run in the past.
 
General trends/influences that might affect my games:
* I'm reading up on Burning Wheel and a lot of the ideas 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 the last game I ran I've had a lot of exposure to European history, especially Rome, England, France, 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 Tolkien.
 
== 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).
 
=== The Setting ===
[[File:Heartoftheforestdraw.jpg|thumb|x200px|Danger lurks in the dark places, but power, too, for those willing to pay the price.]]
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.
 
== Planescape Nights ==
 
=== Mechanics ===
D&D 3.5. Ish.
 
=== The Setting ===
[[File:Greatwheel.jpg|480px|The Planes.]]
 
=== The Story ===
Epic high fantasy, sword and sorcery, all this and more! Be a wizard pretending to be a cleric! Or whatever 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 knights, you could be fire-flinging wizards. You could even be soldiers, but you might not be heroes.
 
If you want a more traditional campaign, this is the option you want.
= Luke's ideas =
* 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.
== A NEW CHALLENGER APPROACHES! === [https://www.youtube.com/watch?v=NMQrORyQnEA Diana: Warrior Princess] ==
''Diana paused at the edge of the ravine and listened.''
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 options =
These are in approximately the order of how much I'd like to run them right now. The relevant first three 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:Benjamin#Games_GM.27d|my user page]] for the games I've run in the past.
 
General trends/influences that might affect my games:
* I'm reading up on Burning Wheel and a lot of the ideas 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 the last game I ran I've had a lot of exposure to European history, especially Rome, England, France, 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 Tolkien.
 
== 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).
 
=== The Setting ===
[[File:Heartoftheforestdraw.jpg|thumb|x200px|Danger lurks in the dark places, but power, too, for those willing to pay the price.]]
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.
 
== Planescape Nights ==
 
=== Mechanics ===
D&D 3.5. Ish.
 
=== The Setting ===
[[File:Greatwheel.jpg|480px|The Planes.]]
 
=== The Story ===
Epic high fantasy, sword and sorcery, all this and more! Be a wizard pretending to be a cleric! Or whatever 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 knights, you could be fire-flinging wizards. You could even be soldiers, but you might not be heroes.
 
If you want a more traditional campaign, this is the option you want.

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