[Churchofgaming] Possible Games

Carl Brown catodon at whale-mail.com
Thu Sep 22 02:03:49 UTC 2011


With Young Gods and Krononauts concluded AND our two new games not quite
of the blocks this Sunday I'll be running the first session of a new
game. Therefore voting will close 11am tomorrow for those who are going
to play but have not yet voted.

<-----Original Message-----> 
>From: lev at rpgreview.net [lev at rpgreview.net]
>Sent: 9/19/2011 11:28:53 AM
>To: churchofgaming at rpgreview.net
>Subject: Re: [Churchofgaming] Possible Games
>
>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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