[Churchofgaming] Possible Games
Carl Brown
catodon at whale-mail.com
Thu Sep 15 10:38:06 UTC 2011
Thanks Jay. A distinctly British flavour to your choices, I noticed.
Good for you, I too have had enough of upstart colonials
;)
<-----Original Message----->
>From: Jay Superfluous [superfluos at gmail.com]
>Sent: 9/15/2011 8:04:39 PM
>To: churchofgaming at rpgreview.net
>Subject: Re: [Churchofgaming] Possible Games
>
>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
>> '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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>
>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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