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Thanks Jay. A distinctly British flavour to your choices, I noticed. Good for you, I too have had enough of upstart colonials<br>
;)<br>
<br>
<-----Original Message-----> <br>
>From: Jay Superfluous [superfluos@gmail.com]<br>
>Sent: 9/15/2011 8:04:39 PM<br>
>To: churchofgaming@rpgreview.net<br>
>Subject: Re: [Churchofgaming] Possible Games<br>
><br>
>On Thu, Sep 15, 2011 at 1:55 PM, Carl Brown <catodon@whale-mail.com> wrote:<br>
>> Possible Games:<br>
>> (Felix: if you feel some of the planescape people might be interested in a<br>
>> second game could you forward this to them?)<br>
>><br>
>> We have finished up the Young Gods campaign. Soon the Krononauts<br>
>> ‘season 1’ will also end. We are looking forward to starting<br>
>> Planescape and Dark Heresy. However, with new players and a fortnightly<br>
>> 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.<br>
>> 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<br>
>> 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<br>
>> amount of prep time I have. Each has a 100 word summary.<br>
>> I propose a vote.<br>
>><br>
>> Please let me know your 1st, 2nd, and 3rd preference.<br>
>><br>
>> If anything looks similar to something you want to run don’t vote for<br>
>> it, I’d like to add variety to our schedule. Your first vote will get<br>
>> three points, your second two, and your third one. Not quite true<br>
>> preferential voting but this works with small numbers of voters.<br>
>><br>
>> 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>
>><br>
>> Fantasy Craft: Mythic Age<br>
>> Forge a legend with bronze and oratory! A few centuries after Creation the<br>
>> gods meddle and faith drives pre-modern polytheistic cultures. Each culture<br>
>> presented blends several historical inspirations and adds twists. Elder<br>
>> peoples still dominate the world, choose from 14 iconic fantasy species,<br>
>> including dragons and titans! Each player takes the role of a notable<br>
>> individual or a fellowship of mortals. PCs begin as people of moderate or no<br>
>> importance then over 400 years fight wars, found cities that grow into<br>
>> civilisations, and lead cults that become great religions. A one-off Mythic<br>
>> Age adventure at COG was well received.<br>
>><br>
>> Diaspora<br>
>> For millennia we have travelled the stars, worlds have been terraformed, and<br>
>> civilisations rise and fall in great cycles. Hard science-fiction<br>
>> role-playing with FATE. Harder than Traveller; no quasi-magical<br>
>> anti-gravity, inertia-less drives, convergent evolution, etc. The exception<br>
>> is FTL. Very high transhuman technology is almost impossible to achieve and<br>
>> extinguishes the society that holds it. The result is ‘blue collar<br>
>> space’. The players design ‘thumbnails’ of plausible local<br>
>> solar systems in the first session. For advice on terrformed worlds see<br>
>> Lev’s excellent article in Rpg Review 11. For plausible alien life see<br>
>> Rpg Review 12. Guest referees are encouraged.<br>
>><br>
>> Gulliver’s Trading Company<br>
>> Based on FATE 2e and playtested here at COG. Some of you have probably had<br>
>> 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<br>
>> trances, professors trying to extract sunlight from cucumbers, sorcerers,<br>
>> ghosts, cursed immortals, talking horses, and unexplored continents.<br>
>> Gulliver’s Trading Company is a roleplaying game of exploration of<br>
>> strange lands in the 18th century. It is based on the classic satirical<br>
>> novel Gulliver’s Travels. Gulliver’s Travels. Gulliver’s son<br>
>> organises trading expeditions to the remote countries described in his<br>
>> father’s book.<br>
>><br>
>> Kong: Skull Island<br>
>> Hostile jungle, dinosaurs, lost civilisations, giant gorillas. Explore the<br>
>> lost world of Skull Island. Adventures are centuries or decades apart; watch<br>
>> the mysteries of Skull Island unfold. The desperate first years of human<br>
>> colonisation of skull island millennia ago, the height of the Wall<br>
>> Builder’s civilisation, any period when ships are wrecked on the rocks,<br>
>> the 1930’s scientific expeditions, and dramatic last days before the<br>
>> island sank beneath the waves in the 1940’s. There could even be<br>
>> chances to play a mighty 30’ ape. Quickly generate period characters<br>
>> around a stable core. Possible Game systems: T&T, Fantasy Craft, GTC/FATE<br>
>> 2e.<br>
>><br>
>> Mars: Savage Worlds<br>
>> Mars as it should be – ancient, dying, but not yet dead. A vast canal<br>
>> network brings water and life to spired cities. As a dashing native of Mars,<br>
>> take up your sabre and blaster and race out for swashbuckling adventure!<br>
>> Explore dead cities. Fight the legions of the Ape Empire! Battle green brute<br>
>> warriors! Uncover the mysteries of ancient polar stations. All the while<br>
>> deep below the surface ancient and terrible intellects slowly and surely<br>
>> draw their plans. I have never run the Savage Worlds rules but the system is<br>
>> rules light and designed to be fast playing. Uses miniatures/counters.<br>
>><br>
>> Conan<br>
>> Forget what you think you know. In Howard’s tales Conan rarely wears a<br>
>> loin-cloth and prefers swordswomen at his side to a dancing girls at his<br>
>> feet. A detailed fantasy world created decades before Tolkien. A d20 game<br>
>> heavily modified to emulate the bloodthirsty swordplay, corrupting sorcery,<br>
>> and varied cultures of the Hyborian Age. Creatures of human or near-human<br>
>> intelligence are feared man-apes or supernatural monsters. Parties do not<br>
>> have to fill all the traditional roles; a party can be made up of characters<br>
>> of one class or have a mix of classes including barbarians, nobles,<br>
>> soldiers, scholars, and pirates.<br>
>><br>
>> Legends of Anglere<br>
>> Despite it’s title LOA is not tied to s specific setting. LOA is a<br>
>> toolkit for building fantasy worlds in FATE. LOA describes everything like a<br>
>> character. Generate worlds, nations, cities, guilds, ships etc.<br>
>> We will gradually build a world. A ‘session zero’ will sketch out<br>
>> the solar system world and cosmology. After that odd sessions will be for<br>
>> world building and will include large-scale game play to advance the events<br>
>> of the world. In even sessions connected adventures will feature items<br>
>> created in odd sessions. Core PC species vary by world examples: elves,<br>
>> dwarves, Halflings, fawns, centaurs and dragons.<br>
>><br>
>> Classic Traveller<br>
>> 3000 years from now The Third Imperium of humanity dominates known space. A<br>
>> 1977 classic that has quirks but plays well today. Traveller is a popular<br>
>> and detailed science fiction universe for rpg. Traveller is 2/3 hard science<br>
>> and 1/3 space opera. There is a limited FTL hyperdrive, reactionless drives<br>
>> and other ‘impossible’ technologies but no FTL ‘radio’.<br>
>> The Imperium is governed by neo-feudalism and individual worlds are largely<br>
>> free to govern themselves. Aliens tend to be Star-Wars-esque in appearance<br>
>> but are generally better thought out. I have access to almost all the<br>
>> material produced for this original version of Traveller.<br>
>><br>
>> Tunnels and Trolls 5.5<br>
>> Generate your bloodthirsty greedy heroes and send them into a monster filled<br>
>> dungeon. Kill things! Take their stuff!<br>
>> Uncomplicated and easy to learn. My house rules provide wider choices for<br>
>> player characters and tactical combat. With the name Tunnels and Trolls the<br>
>> campaign should have both of these. I imagine long ago there was an Empire<br>
>> of the Dwarves that built numerous mines and cities under the earth with<br>
>> troll slave labour. The Empire fell long ago but the mines and barrows await<br>
>> adventurers including the usual elves, etc. but also trolls, leprechauns,<br>
>> shapeshifters, firbolgs, awakened beasts etc. as PC’s<br>
>><br>
>> Space 1889<br>
>> Science fiction adventure in a more civilised time. Generate your Victorian<br>
>> era character and set off to sail the stately canals of Mars, trek the<br>
>> dinosaur ridden swamps of Venus, foil agents of the Kaiser in the jungles of<br>
>> the Congo, invent strange devices, and finish your day with a nice cup of<br>
>> tea or a gin and tonic. Some allowance made for alien PC’s but majority<br>
>> will be human and probably British. Think Verne and Wells with a dash of<br>
>> Boroughs and you’re on the right track. A nice setting but the combat<br>
>> system is a but clunky.<br>
>><br>
>> Tunnel Quest<br>
>> Tunnel Quest is a small simple yet powerful rpg by Mike Hill designed to be<br>
>> played by non-gamers like curious relatives around Christmas time. Despite<br>
>> being very simple it has all the features of a full size game: classes,<br>
>> skills, character advancement, treasure, and spell-casting. A short simple<br>
>> rules set but with enough variety to satisfy veteran gamers. Rpg review 12<br>
>> has rules that add elves and other PCs species. I use the first version of<br>
>> the game and can freely distribute those rules. The setting is a generic<br>
>> fantasy with a Celt/Germanic/Anglo-Saxon feel. Adventures will be varied<br>
>> including wilderness, court intrigue, mysteries, not just dungeons.<br>
>><br>
>> Cyberpunk 2020<br>
>> Inspired by Gibson, Sterling and others this is the classic 80’s game<br>
>> of a dystopian 2020AD. Under the influence of rapid technological change<br>
>> society begins to fragment. Individuals too loose their humanity as implants<br>
>> and prosthetics boost their capabilities but erode their empathy. Cyberpunk<br>
>> generates characters with detail previous lives, a range of implanted<br>
>> technology, and skills suited to defined archetypes of the genre. To get<br>
>> into the role remember “style over substance, attitude is everything,<br>
>> live on the edge”. Roles include mercenaries, hackers, celebrities,<br>
>> nomads, technicians, paramedics, journalists, cops, corporates, and<br>
>> ‘fixers’.<br>
>><br>
>> AD&D: Enormous Olde School Dungeon<br>
>> I have more supplements and articles than you can poke a stick at providing<br>
>> a HUGE amount of player choice for characters. An enormous largely randomly<br>
>> generated dungeon. The largest stronghold ever built by dwarves situated on<br>
>> rich lodes of precious metals. Then came the blue fever, goblin invasions,<br>
>> and finally the ‘Black Crusade’ that destroyed diplomatic<br>
>> relations with the Empire. The stronghold was overrun. Now, with the aid of<br>
>> several allies, the dwarves have established two settlements within the old<br>
>> stronghold and seek to eventually gain control of it all. This is a big<br>
>> 1970’s style dungeon that doesn’t hold up to close logical<br>
>> scrutiny.<br>
>><br>
>> Fighting Fantasy<br>
>> Generate your bloodthirsty greedy warriors and send them into monster filled<br>
>> dungeons. Kill things! Take their stuff! The group rpg version of the<br>
>> favourite of 12 year olds the world over. Really simple rules; initially you<br>
>> all play warriors, then after a few games we’ll add skills, spells,<br>
>> elves, and dwarves. The setting is generic fantasy much resembling 70’s<br>
>> AD&D, the rules are very simple good for ‘beer and pretzels’<br>
>> jaunts or playing with kids but the system lacks the teeth for a sustained<br>
>> campaign and experienced players will find the limitations on character<br>
>> choices frustrating.<br>
>><br>
>><br>
>><br>
>> Care2 makes it easy for everyone to live a healthy, green lifestyle and<br>
>> impact the causes you care about most. Over 12 Million members!<br>
>> http://www.care2.com<br>
>><br>
>> Feed a child by searching the web! Learn how http://www.care2.com/toolbar<br>
><br>
>Hi, Carl!<br>
><br>
>My votes:<br>
><br>
>1st: Space 1889<br>
>2nd: Conan<br>
>3rd: Classic Traveller<br>
><br>
>hold on, that IS the right spelling of "Traveller". Bloody spell check . . .<br>
><br>
>Yours,<br>
><br>
>Jay<br>
>><br>
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>><br>
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