Campaigns you want to play (or run)

Just thinking about sumfing: Savage Species rekindled in me a desire to play a bit of an "out-there" campaign sometime -- get that book together with Manual of the Planes and do something a bit different, although certainly recognizable D&D for a few months would be lots of fun.

The other campaign I'd like to run (and I've got this homebrew about nailed down, so I might actually try it in the (relatively) near future is d20 Modern adapted to a more traditional fantasy, throw in some Iron Kingdoms-esque steampunkish elements, redo all the races away from D&D standard, and replace all magic with d20 Call of Cthulhu-style magic for a gritty and dark game that, although it plays somewhat like D&D doesn't feel like it at all.

So, what games do the rest of you think would be fun to run (or play in) given the chance?
 

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I'm always coming up with new, groovy ideas, but I only remember a few for long enough. Here's my top two:

1) Swashbuckling. Once Skull&Bones (Green Ronin Publishing) comes out, it's all piratey from there on out. I've even got a complicated plot with treatchery, wenches and murder all planned out :D

2) When perusing the MM, I came across something interesting; the fact that vampires only become vampires by being buried in a coffin, and there is no time limit between death and burial. Just imagine the players finding the corpse of a long lost Paladin, unburied, and they give it a proper burial with a proper coffin... and a few days later, his burial plot is found dug up... bwahahahahahaahaha!

Sorry, evil DM moment.
 

The campaign ive always wanted to run was a Norse campaign set at the beginning of Ragnarok, which is exactly what im working on in the one i just started.
 

I wanna run something like 7th Seas, but with a less hero oriented spin on the PCs, and more islands, no continents to speak of.

Also, I wanna adapt a version of Shadowrun to 3E in order to have it as a 'trip to the future' for high level PCs. Basically it would incorporate decking and hacking just like delving into a dungeon, and fighters would be way more advanced with new reflex technology... The party would be very much outgunned again, and they would have to learn to adapt to survive.
 

There are actually a bunch of campaigns I'd love to run if I had the time, and fortunatly, I can set most of them on my homebrew campaign world at different points in its history:

1. A steampunk-ish campaign with primitive firearms and coaldust everywhere, a la Iron Kingdoms.

2. A science-fantasy campaign with a mixture of high technology and magic, a la Final Fantasy.

3. A modern campaign where magic exists, but is unknown by the general populace - it would be a little more anime and a little less Call of Cthulhu. I envision magical creatures being responsible for the forces of nature, or something along those lines.

4. A desert campaign with corsairs and airships. The quest to find a long lost holy relic that would prevent the destruction of the world would figure in prominantly. I'd imagine something slightly Indiana Jones-ish.

5. A high-magic setting where the dragons have taken over and humanoids are their slaves. The PCs would, of course, play the rebel role, and may have a part in bringing about the downfall of the Dragon Lords.

6. A spelljammer-esque space fantasy.

And those are just the campaigns that I could fit somewhere into my homebrew world. I've got a dozen others that would involve creating a new world to play on. Yeesh.
 

Hmmm.... I'd have to say Exalted and Exalted. :D

The only downside is that I'd have to deal w/ the Storyteller system, which I really, really don't care for at all. It would be neat to try & do a d20 conversion but it would be too much of a pain.
 

Joshua Dyal said:
The other campaign I'd like to run (and I've got this homebrew about nailed down, so I might actually try it in the (relatively) near future is d20 Modern adapted to a more traditional fantasy, throw in some Iron Kingdoms-esque steampunkish elements, redo all the races away from D&D standard, and replace all magic with d20 Call of Cthulhu-style magic for a gritty and dark game that, although it plays somewhat like D&D doesn't feel like it at all.
Huh. You mean Barsoom? Hee.

Iron Kingdom SO completely kicks my butt. I'm so in love with that setting I don't know what to say. My wife just last night mentioned she'd like to try running a campaign. "Something steampunky, I think." "Iron Kingdoms?" says I, shaking like a leaf.

So I may get to play in an Iron Kingdoms campaign in the very near future. Hurrah!

Aside from that, I want to run a Feng Shui/Call of Cthulhu/Charlie's Angels sort of campaign. High-flying wuxia action with creepy crawlies and tough-as-nails-yet-somehow-still-oh-so-glamourous heroines. I don't know why but it sticks in my head.
 

A couple I'd like to try out:

1. A fantasy campaign based on Asimov's Foundation - a great empire in decline, a small group trying to hold things together on the fringes, barbarians at the gate, etc.

2. Based on Timothy Zahn's book Blackcollar, earth and its colonies have been conquered by an alien race and the pc's are biologically improved special forces, trained in martial arts and stealth. They form a resistance trying to overthrown the aliens. (I actually ran this as a Champions campaign once, but the group ran out of steam - someday I hope to give it another try)
 

I desperately want to play a swashbuckler (=Duelist PrCl).

Also, I'd like to see a vast Sci-Fi campaign that incorporates Mecha, Trek and Farscape elements, amongst others. I was to late for Alternity, but the free downloads available from lizards.com were just my kinda thing.
 


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