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Possible Games:<br>
(Felix: if you feel some of the planescape people might be interested in a second game could you forward this to them?)<br>
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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.<br>
There are probably several who would like to run games in any spare slots. If so, I’m sure we can figure something out.<br>
There are two broad options: we could run one-off games (see previous email for some ideas). Alternately, we could start another campaign. <br>
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.<br>
I propose a vote. <br>
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Please let me know your 1st, 2nd, and 3rd preference. <br>
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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.<br>
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Fantasy Craft: Mythic Age<br>
Diaspora<br>
Gulliver’s Trading Company<br>
Kong: Skull Island<br>
Mars: Savage Worlds<br>
Conan<br>
Legends of Anglere<br>
Classic Traveller<br>
Tunnels and Trolls<br>
Space 1889<br>
Tunnel Quest<br>
Cyberpunk 2020<br>
AD&D: Olde School Dungeon<br>
Fighting Fantasy<br>
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Fantasy Craft: Mythic Age<br>
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.<br>
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Diaspora<br>
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. <br>
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Gulliver’s Trading Company<br>
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… <br>
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.<br>
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Kong: Skull Island<br>
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.<br>
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Mars: Savage Worlds<br>
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.<br>
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Conan<br>
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.<br>
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Legends of Anglere<br>
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.<br>
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.<br>
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Classic Traveller <br>
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.<br>
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Tunnels and Trolls 5.5<br>
Generate your bloodthirsty greedy heroes and send them into a monster filled dungeon. Kill things! Take their stuff! <br>
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<br>
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Space 1889<br>
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.<br>
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Tunnel Quest<br>
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.<br>
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Cyberpunk 2020<br>
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’.<br>
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AD&D: Enormous Olde School Dungeon<br>
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.<br>
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Fighting Fantasy<br>
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.<br>
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