<HTML>
<BODY>
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.<br>
<br>
<-----Original Message-----> <br>
>From: lev@rpgreview.net [lev@rpgreview.net]<br>
>Sent: 9/19/2011 11:28:53 AM<br>
>To: churchofgaming@rpgreview.net<br>
>Subject: Re: [Churchofgaming] Possible Games<br>
><br>
>Nota bene: Resending this because we have a couple new people on the<br>
>mailing list.<br>
><br>
>Redmond tells me that Dark Heresy will be starting in November.<br>
><br>
>Felix I believe is getting the last touches on for Pathfinder Planescape.<br>
>Will be ready in a fortnight perhaps?<br>
><br>
>In the meantime we have to decide on a filler game... So for those who<br>
>have not already voted, express your preference!<br>
><br>
>Best wishes, Lev<br>
><br>
>> Possible Games:<br>
>> (Felix: if you feel some of the planescape people might be interested in<br>
>> a second game could you forward this to them?)<br>
>><br>
>> We have finished up the Young Gods campaign. Soon the Krononauts 'season<br>
>> 1' will also end. We are looking forward to starting Planescape and Dark<br>
>> Heresy. However, with new players and a fortnightly schedule we may<br>
>> still have a slot or two open for other games.<br>
>> There are probably several who would like to run games in any spare<br>
>> 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<br>
>> 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<br>
>> the 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<br>
>> the gods meddle and faith drives pre-modern polytheistic cultures. Each<br>
>> culture presented blends several historical inspirations and adds<br>
>> twists. Elder peoples still dominate the world, choose from 14 iconic<br>
>> fantasy species, including dragons and titans! Each player takes the<br>
>> role of a notable individual or a fellowship of mortals. PCs begin as<br>
>> people of moderate or no importance then over 400 years fight wars,<br>
>> found cities that grow into civilisations, and lead cults that become<br>
>> great religions. A one-off Mythic Age adventure at COG was well<br>
>> received.<br>
>><br>
>> Diaspora<br>
>> For millennia we have travelled the stars, worlds have been terraformed,<br>
>> and 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<br>
>> exception is FTL. Very high transhuman technology is almost impossible<br>
>> to achieve and extinguishes the society that holds it. The result is<br>
>> 'blue collar 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<br>
>> 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<br>
>> rapt in trances, professors trying to extract sunlight from cucumbers,<br>
>> sorcerers, ghosts, cursed immortals, talking horses, and unexplored<br>
>> continents. Gulliver's Trading Company is a roleplaying game of<br>
>> exploration of strange lands in the 18th century. It is based on the<br>
>> classic satirical novel Gulliver's Travels. Gulliver's Travels.<br>
>> Gulliver's son organises trading expeditions to the remote countries<br>
>> described in his father's book.<br>
>><br>
>> Kong: Skull Island<br>
>> Hostile jungle, dinosaurs, lost civilisations, giant gorillas. Explore<br>
>> the lost world of Skull Island. Adventures are centuries or decades<br>
>> apart; watch the mysteries of Skull Island unfold. The desperate first<br>
>> years of human colonisation of skull island millennia ago, the height of<br>
>> the Wall Builder's civilisation, any period when ships are wrecked on<br>
>> the rocks, the 1930's scientific expeditions, and dramatic last days<br>
>> before the island sank beneath the waves in the 1940's. There could even<br>
>> be chances to play a mighty 30' ape. Quickly generate period characters<br>
>> around a stable core. Possible Game systems: T&T, Fantasy Craft,<br>
>> GTC/FATE 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<br>
>> Mars, take up your sabre and blaster and race out for swashbuckling<br>
>> adventure! Explore dead cities. Fight the legions of the Ape Empire!<br>
>> Battle green brute warriors! Uncover the mysteries of ancient polar<br>
>> stations. All the while deep below the surface ancient and terrible<br>
>> intellects slowly and surely draw their plans. I have never run the<br>
>> Savage Worlds rules but the system is rules light and designed to be<br>
>> 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<br>
>> game heavily modified to emulate the bloodthirsty swordplay, corrupting<br>
>> sorcery, and varied cultures of the Hyborian Age. Creatures of human or<br>
>> near-human intelligence are feared man-apes or supernatural monsters.<br>
>> Parties do not have to fill all the traditional roles; a party can be<br>
>> made up of characters of one class or have a mix of classes including<br>
>> barbarians, nobles, 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<br>
>> like a character. Generate worlds, nations, cities, guilds, ships etc.<br>
>> We will gradually build a world. A 'session zero' will sketch out the<br>
>> 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<br>
>> events of the world. In even sessions connected adventures will feature<br>
>> items created in odd sessions. Core PC species vary by world examples:<br>
>> elves, dwarves, Halflings, fawns, centaurs and dragons.<br>
>><br>
>> Classic Traveller<br>
>> 3000 years from now The Third Imperium of humanity dominates known<br>
>> space. A 1977 classic that has quirks but plays well today. Traveller is<br>
>> a popular and detailed science fiction universe for rpg. Traveller is<br>
>> 2/3 hard science and 1/3 space opera. There is a limited FTL hyperdrive,<br>
>> reactionless drives and other 'impossible' technologies but no FTL<br>
>> 'radio'. The Imperium is governed by neo-feudalism and individual worlds<br>
>> are largely free to govern themselves. Aliens tend to be Star-Wars-esque<br>
>> in appearance but are generally better thought out. I have access to<br>
>> almost all the 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<br>
>> filled dungeon. Kill things! Take their stuff!<br>
>> Uncomplicated and easy to learn. My house rules provide wider choices<br>
>> for player characters and tactical combat. With the name Tunnels and<br>
>> Trolls the campaign should have both of these. I imagine long ago there<br>
>> was an Empire of the Dwarves that built numerous mines and cities under<br>
>> the earth with troll slave labour. The Empire fell long ago but the<br>
>> mines and barrows await adventurers including the usual elves, etc. but<br>
>> also trolls, leprechauns, shapeshifters, firbolgs, awakened beasts etc.<br>
>> as PC's<br>
>><br>
>> Space 1889<br>
>> Science fiction adventure in a more civilised time. Generate your<br>
>> Victorian era character and set off to sail the stately canals of Mars,<br>
>> trek the dinosaur ridden swamps of Venus, foil agents of the Kaiser in<br>
>> the jungles of the Congo, invent strange devices, and finish your day<br>
>> with a nice cup of tea or a gin and tonic. Some allowance made for alien<br>
>> PC's but majority will be human and probably British. Think Verne and<br>
>> Wells with a dash of Boroughs and you're on the right track. A nice<br>
>> setting but the combat system is a but clunky.<br>
>><br>
>> Tunnel Quest<br>
>> Tunnel Quest is a small simple yet powerful rpg by Mike Hill designed to<br>
>> be played by non-gamers like curious relatives around Christmas time.<br>
>> Despite being very simple it has all the features of a full size game:<br>
>> classes, skills, character advancement, treasure, and spell-casting. A<br>
>> short simple rules set but with enough variety to satisfy veteran<br>
>> gamers. Rpg review 12 has rules that add elves and other PCs species. I<br>
>> use the first version of the game and can freely distribute those rules.<br>
>> The setting is a generic fantasy with a Celt/Germanic/Anglo-Saxon feel.<br>
>> Adventures will be varied including wilderness, court intrigue,<br>
>> mysteries, not just dungeons.<br>
>><br>
>> Cyberpunk 2020<br>
>> Inspired by Gibson, Sterling and others this is the classic 80's game of<br>
>> a dystopian 2020AD. Under the influence of rapid technological change<br>
>> society begins to fragment. Individuals too loose their humanity as<br>
>> implants and prosthetics boost their capabilities but erode their<br>
>> empathy. Cyberpunk generates characters with detail previous lives, a<br>
>> range of implanted technology, and skills suited to defined archetypes<br>
>> of the genre. To get into the role remember "style over substance,<br>
>> attitude is everything, live on the edge". Roles include mercenaries,<br>
>> hackers, celebrities, nomads, technicians, paramedics, journalists,<br>
>> cops, corporates, and 'fixers'.<br>
>><br>
>> AD&D: Enormous Olde School Dungeon<br>
>> I have more supplements and articles than you can poke a stick at<br>
>> providing a HUGE amount of player choice for characters. An enormous<br>
>> largely randomly generated dungeon. The largest stronghold ever built by<br>
>> dwarves situated on rich lodes of precious metals. Then came the blue<br>
>> fever, goblin invasions, and finally the 'Black Crusade' that destroyed<br>
>> diplomatic relations with the Empire. The stronghold was overrun. Now,<br>
>> with the aid of several allies, the dwarves have established two<br>
>> settlements within the old stronghold and seek to eventually gain<br>
>> control of it all. This is a big 1970's style dungeon that doesn't hold<br>
>> up to close logical scrutiny.<br>
>><br>
>> Fighting Fantasy<br>
>> Generate your bloodthirsty greedy warriors and send them into monster<br>
>> filled dungeons. Kill things! Take their stuff! The group rpg version of<br>
>> the favourite of 12 year olds the world over. Really simple rules;<br>
>> initially you all play warriors, then after a few games we'll add<br>
>> skills, spells, elves, and dwarves. The setting is generic fantasy much<br>
>> resembling 70's AD&D, the rules are very simple good for 'beer and<br>
>> pretzels' jaunts or playing with kids but the system lacks the teeth for<br>
>> a sustained campaign and experienced players will find the limitations<br>
>> on character choices frustrating.<br>
>><br>
>><br>
>><br>
>><br>
>><br>
>><br>
>> <p><p>Care2 makes it easy for everyone to live a healthy, green<br>
>lifestyle<br>
>> and impact the causes you care about most. Over 12 Million members!<br>
>> <a href="http://www.care2.com"<br>
>target=_blank>http://www.care2.com</a><br<br>
>> /><br /><br>
>> Feed a child by searching the web! Learn how <a<br>
>> href="http://www.care2.com/toolbar"<br>
>><br>
>target=_blank>http://www.care2.com/toolbar<a>_______________________________________________<br>
>> Churchofgaming mailing list<br>
>> Churchofgaming@rpgreview.net<br>
>> http://rpgreview.net/mailman/listinfo/churchofgaming_rpgreview.net<br>
>><br>
><br>
><br>
><br>
>_______________________________________________<br>
>Churchofgaming mailing list<br>
>Churchofgaming@rpgreview.net<br>
>http://rpgreview.net/mailman/listinfo/churchofgaming_rpgreview.net<br>
>.<br>
>
</BODY></HTML>
<p><p>Care2 makes it easy for everyone to live a healthy, green lifestyle
and impact the causes you care about most. Over 12 Million members!
<a href="http://www.care2.com" target=_blank>http://www.care2.com</a><br /><br />
Feed a child by searching the web! Learn how <a href="http://www.care2.com/toolbar" target=_blank>http://www.care2.com/toolbar<a>