Ideas you think are awesome but never got to run in a game.
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Ideas you think are awesome but never got to run in a game.
I'll start:
-A multiversal war across universes with groups of adventurers working together to fight a common foe.
-A group of meta temporal archaelogists from the End of Time trying to find safe refuge from the End of All Things.
-A small group of Mages, fighting against an invading alien force that only they can see.
-A multiversal war across universes with groups of adventurers working together to fight a common foe.
-A group of meta temporal archaelogists from the End of Time trying to find safe refuge from the End of All Things.
-A small group of Mages, fighting against an invading alien force that only they can see.
BOARDGAMES ON MOTROCYCLEEES!
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- Duke
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- Knight-Baron
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A historically accurate Athens campaign complete with appropriate weapons and armors: short swords, nothing heavier than the beast plate, and class flavor modifications. Such as all clerics use the Greek pantheon, and mages are actually philosophers and logicians.
Minotaur in the maze horror combat, where the party tries to escape before it finds them and other adventures of the time would play well.
Of course, the part with the little boys in the gymnasium is optional.
Minotaur in the maze horror combat, where the party tries to escape before it finds them and other adventures of the time would play well.
Of course, the part with the little boys in the gymnasium is optional.
"Come... Submit... Obey... I am your friend and master. Your thoughts are like water to me."
The Act Raiser campaign - the PCs are all exalted classes with race, aasimar, or full fledged celestial depending on starting level, who reside on the upper planes.
Their lord of the heavens sends them to earth whenever things go horribly wrong to kill a demon king, destroy the cult of the damned, ect.
The PCs all begin play with a holy weapon, even at low levels, and if slain on the prime they do not die, but are returned to the upper planes. This allows the DM to run truly difficult scenarios without a party wipe ruining the game, though failure DOES still have horrible results for the prime material plane in question.
Their lord of the heavens sends them to earth whenever things go horribly wrong to kill a demon king, destroy the cult of the damned, ect.
The PCs all begin play with a holy weapon, even at low levels, and if slain on the prime they do not die, but are returned to the upper planes. This allows the DM to run truly difficult scenarios without a party wipe ruining the game, though failure DOES still have horrible results for the prime material plane in question.
"Come... Submit... Obey... I am your friend and master. Your thoughts are like water to me."
I don't really have any games I never got to run. Just a few that I wish had lasted longer (and will probably run once again, some day) and the ideas that are floating around and will probably run soon enough, such as when one game or other ends.
Mostly I want to try doing Sigil Prep again, some time. Probably when Disgaeagame concludes, given the player of the Cat in Disgaeagame played in Sigil Prep when I last ran it.
Mostly I want to try doing Sigil Prep again, some time. Probably when Disgaeagame concludes, given the player of the Cat in Disgaeagame played in Sigil Prep when I last ran it.
Count Arioch the 28th wrote:There is NOTHING better than lesbians. Lesbians make everything better.
- the_taken
- Knight-Baron
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I run an encounter with a Lich King Necromancer/Bard with one hand, and play a synth keyboard with the other to simulate him playing his massive magical pipe organ. I wear big boots to do the percussion line, as well.
I had a signature here once but I've since lost it.
My current project: http://tgdmb.com/viewtopic.php?t=56456
My current project: http://tgdmb.com/viewtopic.php?t=56456
- KevinBlaze
- NPC
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I'm drawing a blank at the moment but there was a AD&D spinoff (pre d20 system ... let's call it around the late 1990's) that was based on gothic horror and mystery (it was based off that classic tale of the mask of the red death).
The idea was a campaign around 1850 in Key West. Wrecking (the retrievel of passingers and cargo from sailing ships wrecked on the coral reefs) was the major industry in Key West at the time making the city on a per capita basis the wealthiest city in the United States.
The campaign was going to be based on a "vampire" that was supposed to be sailing to New Orleans from Europe who killed the crew and caused the sailing ship to crash into the reefs. That's basically the untold backstory. The characters would be given a number of red herrings including a few interviews with former wreckers who are now in the "Mercedes Hospital" (a mental ward).
The whole story is like a Key West version of Dracula, only without the old world scenes that ends in the dramatic fire that burned down most of the city.
I really should try to re-create it. There are so many more things I can add to the plot now.
The idea was a campaign around 1850 in Key West. Wrecking (the retrievel of passingers and cargo from sailing ships wrecked on the coral reefs) was the major industry in Key West at the time making the city on a per capita basis the wealthiest city in the United States.
The campaign was going to be based on a "vampire" that was supposed to be sailing to New Orleans from Europe who killed the crew and caused the sailing ship to crash into the reefs. That's basically the untold backstory. The characters would be given a number of red herrings including a few interviews with former wreckers who are now in the "Mercedes Hospital" (a mental ward).
The whole story is like a Key West version of Dracula, only without the old world scenes that ends in the dramatic fire that burned down most of the city.
I really should try to re-create it. There are so many more things I can add to the plot now.
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- Prince
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- Duke
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I played that spinoff game twice, at two different conventions, and both times the adventures involved vampires, both times as villians and once as a PC. I never got a chance to read through the glossary, but I imagine that if I did, it would have told me that gothic horror = vampires, and mystery = a PC is secretly a vampire.
![Tongue :tongue:](./images/smilies/tongue1.gif)
![Tongue :tongue:](./images/smilies/tongue1.gif)
• The PCs are escorting Mr. MacGuffin to safety. There is an assassin trying to kill Mr. MacGuffin. Note that one of the PCs is Mr. MacGuffin and one of them is the assassin... but no one knows who is who (except for the player playing said character).
• The whole Eternal Hero thing. Several campaigns running at once with different PCs. Each PC is an alternate universe version of another PC in a different campaign being played by the same characters. Events and PC actions in each campaign impacts the others in some way.
• The whole Eternal Hero thing. Several campaigns running at once with different PCs. Each PC is an alternate universe version of another PC in a different campaign being played by the same characters. Events and PC actions in each campaign impacts the others in some way.
Iterative Storytelling. The "player characters" are actually demigods or the idea of mythological heroes or something. You come up with a framework for an entire story. Every session, the party possesses or gets dropped into a few pivotal people in the story, and those people take on the stats and abilities of the characters to some degree. The party then does those protagonists' key event, and you change the storyline based on what they did and how they did it. As the party levels, they inhabit gradually more important and more powerful pivot characters, and they see the story from tens or dozens of viewpoints, starting from the first villagers to be overrun by the undead hordes all the way up to the Heroes of Light in the final battle.
For a really cool effect, jump around in time, so that the party has extra constraints, gets some foreshadowing, and can do cool mythological hero prophesying. Start the party as grunts in the final battle, then move them back to the villagers running for their lives, then some townsfolk halfway through discovering infiltrators. At higher levels, start as generals in a battle, then take over a squad of elite infantry that starts the rout of the hordes of evil after the evil general gets killed, then over to the ninja squad that were dispatched to take out enemy leadership.
For a really cool effect, jump around in time, so that the party has extra constraints, gets some foreshadowing, and can do cool mythological hero prophesying. Start the party as grunts in the final battle, then move them back to the villagers running for their lives, then some townsfolk halfway through discovering infiltrators. At higher levels, start as generals in a battle, then take over a squad of elite infantry that starts the rout of the hordes of evil after the evil general gets killed, then over to the ninja squad that were dispatched to take out enemy leadership.
Last edited by Vebyast on Mon Jan 24, 2011 8:44 pm, edited 3 times in total.
DSMatticus wrote:There are two things you can learn from the Gaming Den:
1) Good design practices.
2) How to be a zookeeper for hyper-intelligent shit-flinging apes.
I wanted to run a campaign where the party get given special items then sent on a quest to scout out the dark fortress/evil place, then find out something interesting before having a total party kill. Whereupon it is revealed that you are actually playing as completely different PCs who are viewing the recorded memories of a dead party held on the special items, and sent to do the job properly. So, where you had problems the first time round you are now destroying everything and kicking arse, being able to succeed.
Then the idea went a little Eternal Darkness with the jumping back and forth through time with different characters and seeing the remains of earlier/future parties. I'd have things like they party is made up of old, retired adventurers, or themed parties and so on.
I quickly gave up though, since the big reveal requires not telling the players about it and it isn't really reasonable to have such a weird game without letting them know beforehand. As well as the huge problem of what happens if a PC dies or the recording devices get lost. And the unfairness of having an unwinnable battle. And that I couldn't come up with a decent overarching plot. And the gaming group fell apart. It all went to shit basically, although I keep thinking about writing a short story/novella based on the idea.
Then the idea went a little Eternal Darkness with the jumping back and forth through time with different characters and seeing the remains of earlier/future parties. I'd have things like they party is made up of old, retired adventurers, or themed parties and so on.
I quickly gave up though, since the big reveal requires not telling the players about it and it isn't really reasonable to have such a weird game without letting them know beforehand. As well as the huge problem of what happens if a PC dies or the recording devices get lost. And the unfairness of having an unwinnable battle. And that I couldn't come up with a decent overarching plot. And the gaming group fell apart. It all went to shit basically, although I keep thinking about writing a short story/novella based on the idea.
Last edited by Parthenon on Mon Jan 24, 2011 10:50 pm, edited 1 time in total.
Huh, cool. I'll have to look it up. Thanks.Orion wrote:Vebyast-- There is a published indie RPG that does very nearly what you are talking about, called "In a Wicked Age".
DSMatticus wrote:There are two things you can learn from the Gaming Den:
1) Good design practices.
2) How to be a zookeeper for hyper-intelligent shit-flinging apes.
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- Duke
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The historical Reinheitsgebot is a German law that mandated that beer be made of water, hops, barley, and nothing else. Add groups/regions where Witbier or Roggenbier are points of national/regional/cultural/racial pride and Prohibition shenanigans and you have a game.Gnyahaha wrote:Please elaborate. Sounds awesome
The slaver campaign:
Journey a barren Africa-like setting to capture and enslave orc tribes by trickery, manipulation of tribal leaders, or force of arms, and then brave the high seas fighting monsters and orc slave rebellions both as you deliver the orcs to a new land where elves wait to purchase them.
Journey a barren Africa-like setting to capture and enslave orc tribes by trickery, manipulation of tribal leaders, or force of arms, and then brave the high seas fighting monsters and orc slave rebellions both as you deliver the orcs to a new land where elves wait to purchase them.
"Come... Submit... Obey... I am your friend and master. Your thoughts are like water to me."
- Midnight_v
- Knight-Baron
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Subtle troll is subtle. Not you but that guy.Archmage wrote:Sounds like a great outlet for all those imperialist white-supremacist urges.
Don't hate the world you see, create the world you want....
...If only you'd have stopped forever...Dear Midnight, you have actually made me sad. I took a day off of posting yesterday because of actual sadness you made me feel in my heart for you.
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- Apprentice
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