[Churchofgaming] Possible Games

Jay Superfluous superfluos at gmail.com
Thu Sep 15 10:04:39 UTC 2011


On Thu, Sep 15, 2011 at 1:55 PM, Carl Brown <catodon at whale-mail.com> wrote:
> 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
> &#8216season 1&#8217 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&#8217m 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&#8217t vote for
> it, I&#8217d 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&#8217s 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 &#8216blue collar
> space&#8217. The players design &#8216thumbnails&#8217 of plausible local
> solar systems in the first session. For advice on terrformed worlds see
> Lev&#8217s excellent article in Rpg Review 11. For plausible alien life see
> Rpg Review 12. Guest referees are encouraged.
>
> Gulliver&#8217s 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&#8230
> 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&#8217s Trading Company is a roleplaying game of exploration of
> strange lands in the 18th century. It is based on the classic satirical
> novel Gulliver&#8217s Travels. Gulliver&#8217s Travels. Gulliver&#8217s son
> organises trading expeditions to the remote countries described in his
> father&#8217s 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&#8217s civilisation, any period when ships are wrecked on the rocks,
> the 1930&#8217s scientific expeditions, and dramatic last days before the
> island sank beneath the waves in the 1940&#8217s. There could even be
> chances to play a mighty 30&#8217 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 &#8211 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&#8217s 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&#8217s 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 &#8216session zero&#8217 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 &#8216impossible&#8217 technologies but no FTL &#8216radio&#8217.
> 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&#8217s
>
> 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&#8217s but majority
> will be human and probably British. Think Verne and Wells with a dash of
> Boroughs and you&#8217re 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&#8217s 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 &#8220style over substance, attitude is everything,
> live on the edge&#8221. Roles include mercenaries, hackers, celebrities,
> nomads, technicians, paramedics, journalists, cops, corporates, and
> &#8216fixers&#8217.
>
> 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 &#8216Black Crusade&#8217 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&#8217s style dungeon that doesn&#8217t 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&#8217ll add skills, spells,
> elves, and dwarves. The setting is generic fantasy much resembling 70&#8217s
> AD&D, the rules are very simple good for &#8216beer and pretzels&#8217
> 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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Hi, Carl!

My votes:

1st: Space 1889
2nd: Conan
3rd: Classic Traveller

hold on, that IS the right spelling of "Traveller". Bloody spell check . . .

Yours,

Jay
>
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