A game-related post for Free RPG Day.
These are not "campaigns I plan to run", just ideas that someone could
do the hard work on to turn into a game. I might run them at some
point if the players are enthused; I would be nearly as happy if
someone else took inspiration from them and ran something related that
I could play in.
Millennium steals the basic idea of Mage: PCs are among the few
"proper" mages, and most of society either doesn't believe in them at
all or is opposed to them. But rather than the wide-ranging Mage
approach to spell-casting, PCs are using Cabalistic techniques,
perhaps with Path/Book magic. This will severely restrict what they
can do, and this is a campaign where PCs try to stay too small to be
noticed rather than charge up against the big bad guys (though in the
long term this could change). Following my preference for
transformational moments, PCs will be the first mages of their type,
or at least something close to first; but the stars are right, and
magical stuff is popping up everywhere. (The ancient conspiracy of
mages, which these things always seem to need, should see its own
power increasing as magical stuff in general becomes easier. Or maybe
it isn't, which would also be interesting.)
Ars ScientiƦ is a post-collapse game: scholars attempt to rebuild
lost knowledge. This blatantly rips off Ars Magica and would run in
the same format, with each player generating one scientist and one or
more bodyguard types (who are probably several tech levels lower, at
least at first). The biologist wants a sample of a giant mutant venus
fly-trap? The physicist needs a proper high-power laser from the
radiation-blasted ruins of Cambridge? Guess you're escorting him into
the rubble, then.
The Turbulent Century was mentioned at greater length in
the podcast for April:
a fantasy version of 14th-century Europe, with pointless wars and a
divided Church and mad nuns. This also has some elements of Ars
Magica, in that a serious mage is not a PC but an NPC patron. It
starts with dungeon bashing, then moves into the much more dangerous
realm of civil society.
Wives and Sweethearts: a small ship of the Royal Navy (in space)
visits old and new worlds and tries to keep the peace. Tech
assumptions need to be set up to enable a ship's captain to be the
ultimate local authority: no FTL communications, and long operations
without the need to refuel. (Age of Sail in space, though the attitude
to people and tech is closer to John Winton.) Sometimes the problem is
alien artefacts, sometimes it's a colonial governor calling for help,
sometimes it's personal problems on board. The ship is capable of
handily beating off pirates or civilian attacks (it has moderate
capabilities in several areas as well as one specific military job at
which it's especially good, something like a Type 23 frigate), but
will have to run from bigger military vessels. I suspect, as people
have said about Star Trek games, that it would make sense for
players to have several characters: one department head, one slightly
more expendable crewman who goes on landing parties, and perhaps one
other miscellaneous character.
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