(3.5) Campaigns I'd still like to play at some point

StreamOfTheSky

Adventurer
Some campaign settings and styles i'd like to play at some point but haven't yet:

-A game that takes place in an entirely urban environment, where each player is a Rogue or Bard type class, working for a thieves guild, with lots of emphasis on interaction, sneaking around, calumny, and planning how to assault the "dungeon" in advance.

-A game where some if not all the characters are of the Vashar race (Book of Vile Darkness), with the main purpose being the eventual slaying of the entire pantheon, from semi early levels where the ambition must remain hidden; to middle levels where the party struggles mightily to take down aspects and champions and bring whole congragations to ruin; to the climax, systematically removing each god from power. My friend likes to say Vecna would be the ideal first target. One of the weaker gods, and the one with the fewest friends.

-An Arcana Evolved game, any kind. Preferably several, but at this point, I'd be happy to play in just one.

-A gestalt game, any kind. Preferably several, but at this point, I'd be happy to play in just one. (Actually had a FF 1 game where we "gestalted" mid-game, so this was sort of fulfilled).

-A game focused mainly on the mideval fuedalism system where the ultimate goal is land ownership and titles, controlling a vast empire, and waging war to conquer even further, including detailed assaults/seiges on castles (obviously this will change as the casters level, but I think the base concepts can remain, even if it's no longer a "castle," nor a singular location). There was a thread on here long ago about ideas for making your level based on your personal wealth that might work in such a game (land being the greatest source of wealth).

-A game based on Suikoden, where the "party" isn't constant. There's 108 different characters, and different parties are sent out for different tasks, each time the players controlling one of them. Heavily railroaded by necessity, but still potentially fun. Would include large reductions in spellcasting usage per day (only 4 levels, not as many slots), but just as powerful, with the most prevalent teleporting being between the headquarters (castle) and allied towns. There would also be a unite attacks system. Specifically, I've been considering a Suikoden 2 game played from Jowy's perspective, with the revelation that Leknaat is actually supporting both sides, as her role is to let the two sides of the Rune of Beginning fight it out for supremacy (as it has many times before, a sort of universal necessity), Jowy's side getting its own 108 stars of destiny.

-A gritty game where spelcasting just plain doesn't exist (or casters are forced to alternate with levels in commoner, and casting is wild and has chances of failure/bad stuff), and the most legendary swords in existence are of masterwork quality. Iron Heroes might work for this, before I knew of it, I had considered creating a martial arts system to offset loss of spells and items and increase the prevalence of martial arts. You could do iron body karate training to gain natural armor and DR, for example. Or learn to manipulate ki to enflame a foe with just a touch to the right location. ToB also might play a role, I'm not sure.

-A game based on Ronin Warriors / YST where each character has their own suit of mystical armor to gain special powers and attacks, but with only limited use, fighting off the powerful Dynasty who has their own Warlords with similar abilities, along with extra powers and immortality from their connection to the dark realm. For those who've never seen the anime, it's basically similar to a "magical girl" show like sailor moon, or even power rangers (they call forth their ranger powers, and also the megazords), I just personally like RW the best. Also, the way the gates and magical powers in the show works look like it'd have an easy correlation to D&D.

-A game with stereotypical good guys (like paladin/exalted level good) where both everyone's on the same page (no CN but really evil trying to screw with the party's objectives) and the premise doesn't get stale (which IME, seems to happen by levels 9-12 for a game that started at level 1).

-A game where the good vs. evil struggle is put more in the background, with everyone having at least some good and evil in them, and the struggle between order and anarchy (lawful and chaotic alignments) is the major issue. Possibly an OA setting would be best for this. Such a game would use the UA Reputation rules, and the issue of being honorable (if eastern themed), doing what is right when it conflicts with your duty, or choosing between the wishes of two lords who you serve under simultaneously (if more European themed) is one of the major philosophical debates.

These are just some basic (and occasional not so basic) concepts i'd like to see in future games, and some games could even fulfill multiple at once. Like an empire-building game that's gritty and low magic, the law-chaos battle is more prevalent, and uses gestalt rules.

How about other people?
 

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Cool topic.

Most of my personal creative energy has been poured into other games lately, but there are a few published campaigns I'd like to run if I circle back to running 3.5 any time soon. Namely:

Wolfgang Baur's Empire of Ghouls

Necromancer Games' City of Brass
 

My ideas are not specific to one version of the game

I'd like to do a Silk Road game where the players are part of a large caravan going off into the unknown.

I'd like to do something Robin Hood like.
 

Well, it doesn't really have to be strictly 3E concepts/rules, it's just that some of mine (AE, gestalt) are currently 3E-only, and some of the others I've made preliminary designs based on 3E rules. I just kinda put 3.5 in parentheses to represent that, sorry if it wasn't clear.
 

Arcana Evolved is an excellent game/setting. It gets even more wahoo than default 3.5 at levels above 10 (especially for spellcasters), but there's a lot of brilliant stuff in that game.

Your players will have to be pretty competent to work with the magic system, but warmains, unfettered, and totem warriors are pretty easy to play.

Monte really outdid himself. :) The setting is amazing, the races & classes work well together, and the magic system is very complex but very cool.

Definitely my favorite OGL game ever.

-O
 

Medieval superheroes. Inspired by the classic Kulan Gath storyline in X-Men, Busiek's homage to same and Gaiman's 1602. Ken Hite also explored the concept in the excellent Suppressed Transmission. Could use D&D or M&M, the latter would help make each character more unique, an important aspect of the genre.

Gladiators of the Underdark. PCs are gladiatorial slaves of mind flayers. They are forced to engage in dungeon bashes as a sport, against other teams. The mind flayers share the gladiators' experiences through a mental link. The artificial dungeons are often constructed to resemble an area of the exotic surface world, or rather the mind flayer's hopelessly inaccurate ideas about the surface world. Inspired by X-Crawl, TV shows like Gladiators and 2000AD's Mean Arena.

Stone Age D&D. Fey and other forces of nature are a significant threat. PCs encounter analogues of neanderthals and Indonesian hobbits, battle sabretooth tigers and mammoths and explore the ruins of prehuman civilisations.
 
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Arcana Evolved is an excellent game/setting. It gets even more wahoo than default 3.5 at levels above 10 (especially for spellcasters), but there's a lot of brilliant stuff in that game.

Your players will have to be pretty competent to work with the magic system, but warmains, unfettered, and totem warriors are pretty easy to play.

Monte really outdid himself. :) The setting is amazing, the races & classes work well together, and the magic system is very complex but very cool.

Definitely my favorite OGL game ever.

-O

Yeah, I've had the main book for years, but none of my other friends do, and we mostly play online, so they'd need it. And they don't have much interest in looking it through when I offer in person. I could try to DM, but I'd really rather play first and try out my Verrik Iron Witch concept. I like the Verrik flavor and the built in creepiness (like shutting off their own senses), and with Iron Witch, I can make him pretty self-sufficent (freely summon armor and sword, add to casting time to do without components, etc...).

If you've played it, I do have one major concern. The Greenbond seems extremely weak, and only realy good at healing and positive energy magic, whilst the Magister looks like a Wizard, only better. They get all complex spells automatically, d6 HD, and instead of a theif-baiting spellbook, an awesome staff that not only is darn near impossible to destroy/steal, but even gives the magister a bunch of extra powers! I know AE's spells are weaker than 3.5, but it still looks like a bit much to me.
 

I'd like to play in a game like Villians by Necessity, in which evil and some neutral characters have to save the world from destruction because with evil defeated, the balance is out of whack, and some of the forces of good are becomming as bad as evil, so a druid joins forces with some evil characters to save the world by restoring the balance.
 


Most of my ideas I'd gladly translate into 4th edition, but there are still some 3.5 published games I'd gladly play.

Paizo's Curse of the Crimson Throne - I found Rise of the Runelords enjoyable, if flawed. I like the idea of an urban adventure and it looks like they have improved on the things I didn't like in the first adventure path with this one.

Monte Cook's Ptolus - There is something about this massive book and the details of the setting that intimidate and intrigue me.

Necromancer's City of Brass - I know very little of this product, but it just looks like it would be cool.

[Edit] Wizards' Expedition to Castle Ravenloft - I just want to face off against Strahd and get my fortune read.
 
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