[Churchofgaming] Possible Games
lev at rpgreview.net
lev at rpgreview.net
Mon Sep 19 01:28:53 UTC 2011
Nota bene: Resending this because we have a couple new people on the
mailing list.
Redmond tells me that Dark Heresy will be starting in November.
Felix I believe is getting the last touches on for Pathfinder Planescape.
Will be ready in a fortnight perhaps?
In the meantime we have to decide on a filler game... So for those who
have not already voted, express your preference!
Best wishes, Lev
> 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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