[Churchofgaming] Possible Games
Carl Brown
catodon at whale-mail.com
Thu Sep 15 03:55:50 UTC 2011
Possible Games:
(Felix: if you feel some of the planescape people might be interested in
a second game could you forward this to them?)
We have finished up the Young Gods campaign. Soon the Krononauts 'season
1' will also end. We are looking forward to starting Planescape and Dark
Heresy. However, with new players and a fortnightly schedule we may
still have a slot or two open for other games.
There are probably several who would like to run games in any spare
slots. If so, I'm sure we can figure something out.
There are two broad options: we could run one-off games (see previous
email for some ideas). Alternately, we could start another campaign.
Assuming the later, here is a list of campaigns I feel I can run with
the amount of prep time I have. Each has a 100 word summary.
I propose a vote.
Please let me know your 1st, 2nd, and 3rd preference.
If anything looks similar to something you want to run don't vote for
it, I'd like to add variety to our schedule. Your first vote will get
three points, your second two, and your third one. Not quite true
preferential voting but this works with small numbers of voters.
Fantasy Craft: Mythic Age
Diaspora
Gulliver's Trading Company
Kong: Skull Island
Mars: Savage Worlds
Conan
Legends of Anglere
Classic Traveller
Tunnels and Trolls
Space 1889
Tunnel Quest
Cyberpunk 2020
AD&D: Olde School Dungeon
Fighting Fantasy
Fantasy Craft: Mythic Age
Forge a legend with bronze and oratory! A few centuries after Creation
the gods meddle and faith drives pre-modern polytheistic cultures. Each
culture presented blends several historical inspirations and adds
twists. Elder peoples still dominate the world, choose from 14 iconic
fantasy species, including dragons and titans! Each player takes the
role of a notable individual or a fellowship of mortals. PCs begin as
people of moderate or no importance then over 400 years fight wars,
found cities that grow into civilisations, and lead cults that become
great religions. A one-off Mythic Age adventure at COG was well
received.
Diaspora
For millennia we have travelled the stars, worlds have been terraformed,
and civilisations rise and fall in great cycles. Hard science-fiction
role-playing with FATE. Harder than Traveller; no quasi-magical
anti-gravity, inertia-less drives, convergent evolution, etc. The
exception is FTL. Very high transhuman technology is almost impossible
to achieve and extinguishes the society that holds it. The result is
'blue collar space'. The players design 'thumbnails' of plausible local
solar systems in the first session. For advice on terrformed worlds see
Lev's excellent article in Rpg Review 11. For plausible alien life see
Rpg Review 12. Guest referees are encouraged.
Gulliver's Trading Company
Based on FATE 2e and playtested here at COG. Some of you have probably
had enough of GTC, but I live in hope. For those new here.
As well as Lilliputians and giants there is a flying island, savants
rapt in trances, professors trying to extract sunlight from cucumbers,
sorcerers, ghosts, cursed immortals, talking horses, and unexplored
continents. Gulliver's Trading Company is a roleplaying game of
exploration of strange lands in the 18th century. It is based on the
classic satirical novel Gulliver's Travels. Gulliver's Travels.
Gulliver's son organises trading expeditions to the remote countries
described in his father's book.
Kong: Skull Island
Hostile jungle, dinosaurs, lost civilisations, giant gorillas. Explore
the lost world of Skull Island. Adventures are centuries or decades
apart; watch the mysteries of Skull Island unfold. The desperate first
years of human colonisation of skull island millennia ago, the height of
the Wall Builder's civilisation, any period when ships are wrecked on
the rocks, the 1930's scientific expeditions, and dramatic last days
before the island sank beneath the waves in the 1940's. There could even
be chances to play a mighty 30' ape. Quickly generate period characters
around a stable core. Possible Game systems: T&T, Fantasy Craft,
GTC/FATE 2e.
Mars: Savage Worlds
Mars as it should be - ancient, dying, but not yet dead. A vast canal
network brings water and life to spired cities. As a dashing native of
Mars, take up your sabre and blaster and race out for swashbuckling
adventure! Explore dead cities. Fight the legions of the Ape Empire!
Battle green brute warriors! Uncover the mysteries of ancient polar
stations. All the while deep below the surface ancient and terrible
intellects slowly and surely draw their plans. I have never run the
Savage Worlds rules but the system is rules light and designed to be
fast playing. Uses miniatures/counters.
Conan
Forget what you think you know. In Howard's tales Conan rarely wears a
loin-cloth and prefers swordswomen at his side to a dancing girls at his
feet. A detailed fantasy world created decades before Tolkien. A d20
game heavily modified to emulate the bloodthirsty swordplay, corrupting
sorcery, and varied cultures of the Hyborian Age. Creatures of human or
near-human intelligence are feared man-apes or supernatural monsters.
Parties do not have to fill all the traditional roles; a party can be
made up of characters of one class or have a mix of classes including
barbarians, nobles, soldiers, scholars, and pirates.
Legends of Anglere
Despite it's title LOA is not tied to s specific setting. LOA is a
toolkit for building fantasy worlds in FATE. LOA describes everything
like a character. Generate worlds, nations, cities, guilds, ships etc.
We will gradually build a world. A 'session zero' will sketch out the
solar system world and cosmology. After that odd sessions will be for
world building and will include large-scale game play to advance the
events of the world. In even sessions connected adventures will feature
items created in odd sessions. Core PC species vary by world examples:
elves, dwarves, Halflings, fawns, centaurs and dragons.
Classic Traveller
3000 years from now The Third Imperium of humanity dominates known
space. A 1977 classic that has quirks but plays well today. Traveller is
a popular and detailed science fiction universe for rpg. Traveller is
2/3 hard science and 1/3 space opera. There is a limited FTL hyperdrive,
reactionless drives and other 'impossible' technologies but no FTL
'radio'. The Imperium is governed by neo-feudalism and individual worlds
are largely free to govern themselves. Aliens tend to be Star-Wars-esque
in appearance but are generally better thought out. I have access to
almost all the material produced for this original version of Traveller.
Tunnels and Trolls 5.5
Generate your bloodthirsty greedy heroes and send them into a monster
filled dungeon. Kill things! Take their stuff!
Uncomplicated and easy to learn. My house rules provide wider choices
for player characters and tactical combat. With the name Tunnels and
Trolls the campaign should have both of these. I imagine long ago there
was an Empire of the Dwarves that built numerous mines and cities under
the earth with troll slave labour. The Empire fell long ago but the
mines and barrows await adventurers including the usual elves, etc. but
also trolls, leprechauns, shapeshifters, firbolgs, awakened beasts etc.
as PC's
Space 1889
Science fiction adventure in a more civilised time. Generate your
Victorian era character and set off to sail the stately canals of Mars,
trek the dinosaur ridden swamps of Venus, foil agents of the Kaiser in
the jungles of the Congo, invent strange devices, and finish your day
with a nice cup of tea or a gin and tonic. Some allowance made for alien
PC's but majority will be human and probably British. Think Verne and
Wells with a dash of Boroughs and you're on the right track. A nice
setting but the combat system is a but clunky.
Tunnel Quest
Tunnel Quest is a small simple yet powerful rpg by Mike Hill designed to
be played by non-gamers like curious relatives around Christmas time.
Despite being very simple it has all the features of a full size game:
classes, skills, character advancement, treasure, and spell-casting. A
short simple rules set but with enough variety to satisfy veteran
gamers. Rpg review 12 has rules that add elves and other PCs species. I
use the first version of the game and can freely distribute those rules.
The setting is a generic fantasy with a Celt/Germanic/Anglo-Saxon feel.
Adventures will be varied including wilderness, court intrigue,
mysteries, not just dungeons.
Cyberpunk 2020
Inspired by Gibson, Sterling and others this is the classic 80's game of
a dystopian 2020AD. Under the influence of rapid technological change
society begins to fragment. Individuals too loose their humanity as
implants and prosthetics boost their capabilities but erode their
empathy. Cyberpunk generates characters with detail previous lives, a
range of implanted technology, and skills suited to defined archetypes
of the genre. To get into the role remember "style over substance,
attitude is everything, live on the edge". Roles include mercenaries,
hackers, celebrities, nomads, technicians, paramedics, journalists,
cops, corporates, and 'fixers'.
AD&D: Enormous Olde School Dungeon
I have more supplements and articles than you can poke a stick at
providing a HUGE amount of player choice for characters. An enormous
largely randomly generated dungeon. The largest stronghold ever built by
dwarves situated on rich lodes of precious metals. Then came the blue
fever, goblin invasions, and finally the 'Black Crusade' that destroyed
diplomatic relations with the Empire. The stronghold was overrun. Now,
with the aid of several allies, the dwarves have established two
settlements within the old stronghold and seek to eventually gain
control of it all. This is a big 1970's style dungeon that doesn't hold
up to close logical scrutiny.
Fighting Fantasy
Generate your bloodthirsty greedy warriors and send them into monster
filled dungeons. Kill things! Take their stuff! The group rpg version of
the favourite of 12 year olds the world over. Really simple rules;
initially you all play warriors, then after a few games we'll add
skills, spells, elves, and dwarves. The setting is generic fantasy much
resembling 70's AD&D, the rules are very simple good for 'beer and
pretzels' jaunts or playing with kids but the system lacks the teeth for
a sustained campaign and experienced players will find the limitations
on character choices frustrating.
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