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Hello everyone,
As per my announcement last week, could anyone wishing to run a game in the Spring quarter (April – June), please add a comment to this post with a brief synopsis of the game you’d like to run. The basic information you should include:
- Name of the RPG (if it’s a published one)
- The system
- The setting
- The type of adventure (or the actual adventure) you want to run
- Minimum / maximum number of players
Let me know separately if you’re offering to be a reserve.
Again, I think we have enough players to have four games running, although one of these will be a closed game.
Thanks,
Matt
Eep, nearly 2 weeks on & no takers… I think this thursday we’ll need to do a big push/query.
Name of the RPG: Pathfinder (character creation would happen next week with any extra tweaks during week to complete)
The system: Ye olde d20 D&D, however there will be certain restrictions and limitations upon character creation (IE. not all books will be open & characters subject to consultation). Mainly core races would be preferred.
The setting: Set in the democratic country of Andorra, stuck between the 2 crumbling Empires of the devil-worshipping Cheliax & the byzantine-Taldor; the countryside is beset by it’s own problems and the shadow-y creatures that inhabit the recently felled woods. Ancient mines that dug too deep revealing secrets of the past. Evil pests inhabit the countryside with nefarious cults influencing their vile trepidations. Thus the lands are not civilised despite what the ineffective governments tell the populace & it may be down to brave adventurers to help out where they can.
The technology level for this fantasy game will be high medieval for weapons, with little chance for black powder weaponry. Whilst trading & especially ship-building may reflect a slightly more sophisticated era (though still no cannons).
http://pathfinderwiki.com/wiki/
The type of adventure (or the actual adventure) you want to run: An open-world sandbox, with a few different Adventure routes. A mixture of older style dungeon crawls and urban roleplay to create a campaign that should have legs enough to be continued in subsequent (but not consecutive) quarters.
Hopefully the players & myself can work together on a theme for the party, swashbuckling privateers, Merchant caravanners, entertainers, Pathfinders/ chroniclers, scouts or many more… Although the party should/will have a unified goal, and not be evil, there will be individual goals & objectives (hopefully).
It will start out at low-level & only slowly gain any power, meaning players will have to show resourcefulness rather than relying on the latest gizmo/ spell.
Minimum / maximum number of players: 3-5 (though 2 regular could work at a push, but 5 is the upper limit)
Hey guys, sorry for late reply, I’ve been having real issues with the ‘net round here with them digging up roads 😦
Anyway: I’m gonna run a game of Stalker if anyone is interested.
Name of the RPG (if it’s a published one): Stalker the SciFi Roleplaying Game
The system: It uses the FLOW system. Diceless system using a flow chart which is incredibly intuitive and rewards good roleplaying and problem solving skills rather than random chance.
The setting: Based in a ficitionalised London, Ontario, the game is centred around a bizarre and indescribable place known as “The Zone”….
The type of adventure (or the actual adventure) you want to run: Stalker is a very player-led game, so it’s an open world adventure, centred around furthering the goals of the players, rather than that of a higher power, though if the party chooses to work for someone, it can be a much more structured game.
Minimum / maximum number of players: minimum 1, maximum 4.
OK, so Stalker is a bit different from stuff you’ll have played before- for one, it’s a diceless system which uses the player’s ability to Roleplay and conform to their character concept along with their problem solving skills to determine the outcome of any situation.
Stalker is set in the world as we know it, but it is no longer wholly our own. We have been visited, or attacked (depending on your stand point), by extraterrestrial life. Thirteen years ago, in six locations, alien beings set foot upon the earth. Whole cities were destroyed, many thousands of people vanished or died from unexplainable causes, and in their wake, they left scarred and uninhabitable places now referred to as “The Zones”.
Within these Zones are various relics and scars, left behind by the aliens, that do not conform to our scientific principles- anomalies that defy physics; artefacts that have strange and wondrous powers; and Inorganisms- creatures or lifeforms that have no place in our understanding of the universe.
It is these wonders that draw people to the forbidden and secured Zones, looking to either loot the Artefacts for money, or to help further Science’s understanding of the phenomena that are to be found within.
The Stalkers, as those who enter these Zones are known, risk life and limb, and often more, to walk these cursed places, and even those doing so illegally are seen as roguish heroes by the general public.
The game is based on the novel “A Roadside Picnic” and the subsequent film “Stalker”, more so than the GSC game franchise S.T.A.L.K.E.R, though the games do feature many of the themes that appear in the RPG. If you get a chance before tomorrow night, watch the film online here: http://www.dailymotion.com/video/x141hfz_stalker-1979-pt-1_creation
Ok, cheers for sitting through that long ramble. See you tomorrow night!
Apologies for this being at the almost absolute last minute. I’ve been hemming and hawing like an addle-coved berk.
The system: Mouse Guard (a lighter version of Burning Wheel) with a few alterations- mostly name changes. It runs on a d6 dicepool mechanic and encourages cooperation (reclusive corner-dwelling lone wolves will find life very difficult). The way tests are resolved, failure doesn’t bring the game or your actions to a halt. There are simply unforeseen obstacles or conditions (fail with a twist or succeed at a cost, chosen by the player) added to the story. Characters also improve from both success and failure and certain characteristics you choose are essentially ‘stats’ so there are some meaningful choices to be made throughout every adventure.
The setting: The Planescape campaign setting, travelling Sigil, the City of Doors and it’s portals to other worlds.
The type of adventure: The players find themselves moved out of normal space into a new plane of existence. On the way they can decide if they want to get back home or see if they’ve got what it takes to be true planeswalkers.
Minimum / maximum number of players: 2-4
The multiverse is a big place and a lot of leatherheads in a lot of places think they’re at the centre of it. But here’s the dark of it: they’re all wrong.
Welcome to the worlds beyond your world, the great wheel of the cosmos. Where else can a poor sod mingle with minions of the great powers, or sail the astral ocean, or visit the flaming courts of the City of Brass, or even battle fiends on their home turf?
So, where to begin? Sigil, of course – there ain’t no other place worth beginning. Sigil: the City of Doors. This town’s the gateway to everything and everywhere that matters. Step through one door and enter the halls of Ysgard, or turn down a particular alley and discover the Abyss. There are more gateways in Sigil than can be imagined; with all those doors Sigil’s a useful place – and then some.
Want to share a drink with a fiend, or maybe discuss philosophy with a deva? Here it can happen in the same day, the same afternoon, even at the same table – nothing’s too unlikely for Sigil. Strange folks abound here, and any one of them may prove ally or foe. Where else but in Sigil do humans, elves, dwarves, githzerai, bariaur, and tieflings form adventuring companies? Where but in Sigil can a well-heeled cutter hire a githyanki ship or a legion of yugoloth mercs? This is the place to live… or die.
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