30 Years of Weird - Strangest Campaigns Ever

I'm impressed by the posts. Much to think about.

Green Adam, can you post your notes (or summary) for the The Irregulars? Planning to run something like that.

Sniffles, can you post your notes (or summary) for the 'Mystery Men.' Again, I'm planning to run something like that.

Thanks in advance.

Five more odd campaigns...
1) Infinite Plateau
One of the oldest cross genre games (invented in the mid or early 1980's) Mist comes, and brings the heroes. The mist is never explained. It traditionally starts with ADnD. The players get a vague idea what they should do, but may choose to ignore it. Like save the village from bandits, get back the kidnapped children, or the like. Then the mists come, then they disappear, and the mists show up elsewhere... and into another game system with another vague idea what they should be doing there. Players gotta scramble to convert their characters.
Gearing up to run this.

2) To Save the Sun.
During the little ice age, a remote mountain village in China asks the elders to solve this horrible weather, so they gather up champions and send them to the west to help out the sun... (not understanding that the sun is a star, and fusion powered...)

3) Poughkeepsie
In Megalos, a small village sends off all it's adults to go to fight the original Tredoy war. So zero point characters get to defend the village against the baby dragon, the vampire kobold and the bullies...

4) The Five Ages of Humanity
System Witchcraft
Kids, Age 5-7 get sucked into the realm of imagination by "the mysterious lady with green eyes" to stop the evil one (Eisner) from taking over the control of the realm of imagination. Each child gets two one shot greater wishes. They fight dragons and Darth Vader etc...
Second Age
The PC's now 15-17 get sent back to the 1950's by "the mysterious lady with green eyes" to stop a great evil. High school 1950's style with monsters.
Third Age College in the 1980's
Campaign died. Ah well.
Fourth Age is the main adventure.
Fifth Age is the coming out of retirement age.

5) Total Warrior Program
MechWarrior 2nd edition, plus house rules of extended talents etc...
Anime style. It was a stereotypical anime with the aging genius scientist creating mecha to fight demons. Complete with the house mat who served the warriors coffee and cooked for them, to the awesomely skilled ice queen (who piloted an Exterminator). And I added the insane female commander who insisted on implementing the "Total Warrior Program" which included ambush karaoke (Choose a song and make someone else sing it) to throwing a masked ball (bring a date, and learn to dance) to talent shows and other social and cultural things. Yup. I'm a sadist.

Everyone who could sing and dance was a green pilot. Thus, it became an insult to say that he sang and danced.
 

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What are you looking for as far as notes? Most of my real material notes are long since lost in the mists of storing, moving and gaming in the days before we all had computers. :p

Still if you have any specific questions send me a private message. The key during character creation was that you could only spend a set, small amount on your main ability unless it was ladden with drawbacks. For example, The Woodsman had superhuman strength in relation to wood or wood-based products. He could uproot and throw a redwood tree, smash on oak door with his pink and hurl wood shards at near the speed of sound. Hitting him with a baseball bat would shatter the bat into toothpicks and sawdust. However, if you hit him with an aluminum bat or your fist he would fold like a normal person.
 

The first campaign I ever played in was a GURPS game. Each of our characters came from a different world/genre. I was playing Mad Max, one guy was a 'mech pilot from Gamma World, and...it's been fifteen years so I don't remember the rest. I think there was a fire wizard and an ant-man as well. I do remember that we had a spaceship, though. We travelled through time and space doing completely random stuff. At one point, we were in Vietnam during the war and discovered an underground bunker filled with vampires. We explored the bunker and came out the other side to find ourselves in a moon base. There were also a number of Paranoia-like experimental items which we foisted onto the newest player, who predicably wound up making a new character every week. One particularly memorable combo was the gravity boots which made the wearer's feet stick to the ground (the "on" button was located under the big toe, so that once the boots were operational he couldn't turn them off) and the thermonuclear backpack bomb.
 

Almost ten years ago, I ran a campaign in which the PCs began as larvae in Hades.

"The journey had been ill-conceived from its beginning.

Having grown weary, over the years, of mundane battles, quests, and explorations, a band of seasoned adventurers sought a worthy challenge of their talents. Among their numbers, a powerful sorcerer had procured the means to travel to the mysterious Outer Planes. Reaching a consensus, the party set their sights upon the Lower Planes, to face such powerful fiends as demons and their kind. Another of their members, a dwarven warrior of great strength and courage, suggested they begin in Hades, for he had heard rumors of vast treasures; hoards of shimmering golden coins and an artifact of great power guarded within the hidden vault of Charon, the ferryman.

Once the journey had ended, the party soon came to regret their decision. Although experienced in the ways of both magic and battle, the adventurers found themselves unmatched against the numerous denizens of Oinos, the first Gloom of Hades. A mighty nycadaemon known as K’lard descended upon the hapless party, effortlessly abducting the sorcerer. Without the wizard, the magics that had been prepared to return home were lost.

Searching for the means to flee Oinos, the adventurers spent day upon day fighting for their very survival. Yet, as each day passed, they found their free will waning. Color drained from their bodies as if faded by disease, leaving their skin pallid and gray. Succumbing to the dread despair of Hades, the stranded adventures continued to degenerate, until, after a month's time, all that remained were malformed larval souls.

Their presence was noticed immediately by Iryaek, a portly night hag of dire reputation, who descended upon the newly formed snake-like larvae, capturing then within a black wicker basket and carrying them back to a hidden refuge. The refuge had been constructed by the hags long ago, for it served to secret a magical portal which led to Pluton, the Third Gloom of Hades. Within that realm, Iryaek carried the basket and its contents to her bower, known as Beldamoor. There, Iryaek belonged to a coven of three hags, all witches of great power and ill repute. While the night hag Xaetra dallied in the affairs of humans, her sister in sorcery Iryaek was less inclined to leave her home.

Released within a vast cavern, the larvae mingled with others of their kind. Nearly one thousand larvae waited there, writing in darkness until the hags came for them. Paying special care to the newest of their numbers, Iryaek would return several times each day, to capture a larva to carry to her quarters.

Within a dimly lit chamber, the hag would decorate the larvae with tattoos of arcane symbols, arranged in colorful ring-like patterns. The colors reminded the larvae of their previous lives, before the fading of Hades had robbed them of the trappings of humanity. It was during these visits, that the larvae observed the ways of the hag and her sisters.

It was not unusual to witness a less powerful demon or devil, summoned by the hags for unknown purposes. The larvae also grew accustomed to the presence of a spectral demoness. Her body having been slain in the worlds above the Lower Planes, the alu-demon, daughter of a succubus and human, awaited the day when she would be summoned to duty once more.

The day soon came, when the tattooed larvae were gathered into a familiar wicker basket and carried to a small cottage near Beldamoor. Beside the cottage, several beasts of burden shifted upon their restraints, within an open stable. Once safely within the small structure, Iryaek greeted its lone occupant, a bird-like man known as Ahren the Alchemist. Taking his leave of the hag and her charges, Ahren stepped quietly toward the stables.

"The time has come," she begins, her voice dry and coarse "to tell you of your purpose. I have chosen you to be the wards of Kubus, a lich who dwells upon Oinos, across the Styx from my refuge there. I know not what need he has for larvae, save to sate his appetite for continued immortality. Yet he instructed my sisters to select a handful of larvae for a task he had need of completion." taking care to assure her privacy, Iryaek leaned closer to the larvae who listened from within the wicker basket "Kubus has used the magics at his command to create a creature in his image. It is this creation which interests me and my sisters in darkness, for it is foretold that, from the working of Kubus, the Grey Sorceress will arise. I can tell you little else, save that I have chosen you to undertake a quest. You must locate the lost soul of the Grey Sorceress. You must then prepare her corporeal form for the great magics which await. Lastly, you must protect the Grey Sorceress from harm. I shall reveal more of this, when it is time."

Returning to Beldamoor, Iryaek collected a second basket of blackened wicker. Without pause, the hag continued to the shimmering mists kept hidden behind a locked closet. The portal between the Glooms of Hades was unhampered by sensations of time or movement. The hag and the contents of her two baskets emerged within the refuge.

Slowly walking upon an unseen path, Iryaek traversed the dismal land, until arriving at a river of great expanse. There, a simple wooden barge and its keeper, a silent daemon cloaked in robes of black, awaited. Unceremoniously passing a weathered golden coin to the ferryman, Iryaek and her charges were allowed to board the craft and journey to the far side of the Styx. Once the shore reached, Iryaek silently disembarked, nodding once to the daemon ferryman. After traveling for the remainder of the day, Iryaek at last arrived at the home of the lich Kubus.

Constructed around the skeletal remains of a massive dragon, the lair of the lich was both foreboding and awe-inspiring. Its entrance, erected around the fanged skull of the dragon, was guarded by a being composed of translucent soot. As if expecting visitors, the creature motioned for the hag to enter.

Within the hollowed skull, Iryaek set the two baskets down beside her unclad feet and collected her prize, a shimmering talisman forged of electrum. Without warning, the hag turned to face the entrance of the lair and walked silently away.

Unsure of the events to follow, the larvae shifted uneasily within the wicker baskets. Within a matter of moments, the baskets were lifted once more, carried deeper into the remains of the dragon, then opened.

Remaining within their basket, the tattooed larvae watched in horror as the dark-skinned lich pulled an unbranded larva from the second basket. Upon a nearby table fashioned of oak, Kubus suspended the larva within an apparatus of metal and glass. beneath the mechanism, the lich placed a goblet carved of scarlet crystal. Whispering quietly to himself, Kubus commands the metal and glass to awaken.

Bathed in a light of mustard hue, the larvae loose sight of their constrained companion. Seconds after an unsettling scream, the illumination within the chamber dims, revealing a hollowed husk now strapped within the apparatus. Within the crystal goblet, a viscous fluid of yellowish white awaits the attention of Kubus.

The process continues, until three larvae have been drained of their living essences. Yet, instead of consuming the larval remains outright, the lich was driven by darker motives. He proposed a deal to the larvae. One they dared not refuse.

The lich had heard tales of the Gloomstones. Placing faith in the rumors, he prepared to locate and collect them. Yet he dared not touch the stones himself, for they were in essence shards of concentrated evil. Only the larvae would be able to gather the Gloomstones, for a larval soul was a malleable thing. And thus the role of the branded larvae came into play. Should the larvae be exposed to the Gloomstones, they would undergo a metamorphosis. Demons and devils relied on such transformations, for they replenished their ranks of imps and quasits in such a manner.

And yet, by embracing the darkened powers of the stones, redemption could be theirs. Kubus also knew the legends of the Lares. A Lar was a creature not unlike a larva, yet of a benevolent nature. The means to evolve from that of a tainted larva, to a free-spirited lar, was a process known by Kubus. Such knowledge he was willing to trade in turn, for the Gloomstones.

To aid them on their journey, Kubus prepared a special broth and bade the larvae to drink, even as he carried the scarlet goblet filled with the liquid essences of the unbranded larvae. He then led the larvae into the hollowed ribcage of the skeletal dragon, to his stables.

There, they beheld the nightmare. Black as pitch and of foul disposition, the nightmares were the steeds of night hags and other dwellers of the darker lands. Secured to the steed, the larvae beheld ornate leather barding, a saddle, two large wicker baskets, and two saddle bags. Kubus explained that the stallion was to serve as their steed, as they rose within the baskets of wicker. The saddlebags contained flakes of platinum; sustenance for the otherworldly steed. In time, the saddlebags would prove adequate receptacles for the Gloomstones.

Having left the larvae to watch over their new transport, Kubus soon returned, leading a young human girl by the hand. The girl, clad in a dress of bluish-gray, stared blankly forward. Around her waist she worn an ornate leather belt of reptilian hide. From the belt hung a leather scabbard and a crystal flask secure by leather straps. Within the scabbard rested a dagger of tarnished metal. the lich explained that the dagger had belonged to a winged female devil; an erinyes. It would serve to locate the Gloomstones.

The girl, he explained, was called Canopea. She had not been born by mundane means, but had been grown of his own flesh, within an alchemist's laboratory. Simulacrum, they were called; replicas of living souls grown from the smallest remnant of flesh. This one had begun as a duplicate of Kubus himself, from the days long before he had embraced lichdom. Yet the unliving lich had reversed the creatures gender, to further foul the chances that the simulacrum would be recognized.

Canopea was to ride upon the nightmare, to set at ease the suspicions of those whom they larvae might encounter in their journeys. She would not interfere with their expedition, for Kubus explained that the simulacrum was unfinished. Canopea had not been given a soul. She lacked the vital essence possessed by other thinking creatures. She would respond, in times of need, to the commands of the larvae and to the whims of the erinyes dagger, for the blade contained a sentience of its own.

Lastly, the lich Kubus showed the gathering of larvae a golden dragonfly fashioned into a brooch and a weathered scrap of parchment, a map reportedly showing the route to one of the Gloomstones. He points to several additional sites, revealing that in such places grew nourishment palatable to the nightmare. The insect, he explains, is an animate construct he had created from a fallen retriever, the messengers of the more powerful demonkind. He instructs the larvae to relate their findings each day to the dragonfly, which would, in turn, return to the home of Kubus. The insect also held a supply of a magical elixir, within its hollowed form. Administered through the insect's mandibles, the elixir would afford a degree of protection and restored health, to the injured. Should additional larvae arrive to join them, Kubus commanded that they be bitten by the golden dragonfly. Once he had learned of their discoveries, the lich would command the insect to return to Canopea.

Bidding the larvae to enter the wicker baskets, he prepares to send the unlikely adventurers upon their way. Raising the scarlet goblet to his lips, Kubus drank deeply of its contents.

It was then that the lich discovered the treachery of hags. Having previously allowed the unbranded larvae to feast upon a poisonous repast, Iryaek emerged from beneath a cloak of invisibility and watched as her potion took hold.

With unseeming swiftness, the portly hag approached the nightmare, feeding the steed a handful of platinum oats as she secured an emerald-hued scarab to the barding atop its forehead. Placing Canopea's pallid palm within her own of darkest black, Iryaek looked upon the simulacrum and smiled, revealing a mouth of decayed and jagged teeth.

"The jeweled beetle will act as my eyes." she explains "Through it I may follow your progress. Should your numbers grow," Iryaek commanded "you will allow the emerald scarab to detach from the leather barding and walk upon the surface of the newcomer's skin. In such a manner, they too will be branded."

Vanishing once more beneath her magical cloak, Iryaek watched as Kubus recovered from his trance. The lich seems unaware of the events which recently transpired, since partaking of the poisoned mixture.

One by one, he placed the larvae within the wicker baskets. Then, looking upon his wards, he posed a final question.

"Are you clear, as to your quest?" he queries "The time of travel is at hand." "
 
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Wow. It's just...wow. That sounds awesome, disturbing in some regards and yes...the key component...weird.

Amazing Aeolius. Was this sprung on the players or were they made aware of the gist of the campaign before hand?
 

I started "Penance of the Damned" with a somewhat shorter background but it grew quite quickly. The PCs began as larvae, so they knew a great Weirdness was afoot. ;)

Another one I've had on the back burner is " Nature of the Beast " , a sylvan campaign where the PCs begin as small forest animals. Rules regarding Awaken, Reincarnation, and anthropomorphism would be blended, within the game.
 

I've been thinking about something similar for a one-shot or something...

But mine went further. Namely, it's an all-cat campaign. Awakened cat wizard with a cat familiar. Awakened cat druid with a tiger animal companion... awakened cat fighter/barbarian type, and a awakened cat rogue-type....

so in the end, I don't have to worry about LA too much.
 

The Green Adam said:
What are you looking for as far as notes? Most of my real material notes are long since lost in the mists of storing, moving and gaming in the days before we all had computers. :p
Ah, well, how about posting your plots and villain ideas?
The Green Adam said:
Still if you have any specific questions send me a private message. The key during character creation was that you could only spend a set, small amount on your main ability unless it was ladden with drawbacks. For example, The Woodsman had superhuman strength in relation to wood or wood-based products. He could uproot and throw a redwood tree, smash on oak door with his pink and hurl wood shards at near the speed of sound. Hitting him with a baseball bat would shatter the bat into toothpicks and sawdust. However, if you hit him with an aluminum bat or your fist he would fold like a normal person.
Neat.

Back to the topic...
Demon City Shinjuku-Tank Police- Car Wars
System: BESM
A gate of hell opened in Shinjuku Japan (where else?) so they sent in a hastily recruited force of tank police. Led by Juanita the mad Mex an ex-BLUD (Big League Unlimited Dueling) member expelled for excessive zeal and with an obsession for taking heads, plus a whole bunch of misfits who joined up and given tanks. From a pink M-1A2 (with hearts and bunnies), a mirrored plastic tank, to a flamethrower armed Sherman tank (yeah I know that's redundant), to a Porsche 9-11 driving member of the AD police, they terrorized the demons and locals (including gold cross) and somehow managed to close the portal to hell.

NPC: Does this stew have human flesh in it?
G (An aussie with ridiculous levels of urban survival, and often takes others on dumpster diving "shopping runs"): No worries mate.
AD Police Member: You notice he didn't say yes or no.
NPC: I... I'm going to stick with MRE's.
 

I think the weirdest game I ever played in was a first edition Vampire: The Masquerade game where we each played... ourselves. Everything that had happened to each of us up to the point of the first session was our background, and the game diverged from reality from that point on. It was definitely an interesting roleplaying experience, even disturbing at times as we had a storyteller who pushed all of our real world buttons in the game. You might guess it didn't end well and some friendships were strained, but I tried to take it with a grain of salt and go with it. I'm glad I did but I doubt I would want to repeat the experience.
 

Ah yes...playing ourselves...always good for a weird out!

Powers That Be
I forget the system - Probably a Homebrew
While on route to Gen Con, four friends (myself and three of the players) witness two F-16 fighters chasing an Unidentified Flying Object. A sharp turn by the UFO, a bright flash and we awake from the crash of our plane amid the horrifying debris. For approximately one hour, no electronic device functioned within several thousand miles of the UFO/airplane collision. Over the next few days, people in the radius of the blackout effect gain superhuman powers. Within the weeks and months following, more and more abnormal abilities appear. There are a few key things to note...

The closer to the actual accident the superbeings are the more numerous, powerful and esoteric the special powers are.

The effect doesn't leave the continental U.S. during the duration of the campaign, though it does continue to spread beyond the initial blackout zone.

The government appeared to be ready and have certain emergency plans in place, indicating they somehow expected the event even though it was an accident. Or was it?

It is eventually revealed that the FTL drive of the alien craft alters reality and it's detonation caused the superpower inducing field. Similar effects occured at Roswell and in the fireball that struck the woods in Russia.

Characters and their powers included...

Thumper - Able to shift the density and weight of other objects into his own body. He could also transfer kinetic attacks against himself to other objects. Try to gun him down and a nearby door begins to dent before falling off it's hinges.

Soundstage - Control of sound. From the classic sonic scream to nullifying the sound of a helicopter's approach. He would often drop pins and cause them to generate a thunderous, sonic boom.

One character could create technology based on any theortical, scientific idea he knew about. He could also prove speculative scientific concepts. Cold fusion, hypercubes, nanotech...anything as long as he could reason it out believably.

One had time control. Slow down, speed up, time travel, see the past or future...similar to Hiro from HEROES but more under control.

One character brought anything he wrote or drew to life.

My character could create anything out of thin air as long as it did not or could not exist. Five legged, purple dog with laser eyes, no problem. A gun. What are you crazy?!
 

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