Dream Campaign?

I want to play Shadowrun 4... I have a technomancer/street sammy character I'd really like to hit the table.

I want to run True20 in a homebrew world I've written quite badly, and thankfully I'm going to get a chance to do so again next week! Woohoo. Now I just need to turn a few more cranks with some magic spells for the game... I love the basic system, and the system for the magic fits my world, but I just need a few mechanics for some spells with different flavor (geases, magical oaths, some other things.)
 

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Stormborn said:
There are a ton of rpg books/settings/etc out there but some days it seems like you can't find just the right thing. (Or if you can find just the right thing no one will play it with you.)
What is your dream campaign, to run or play in? What books would it use? What would the PCs be like? What would the world be like? Why aren't you playing it?

I'd like to run the complete G-Q modules upgraded to 3.5 (with light mods) I haven't because I have no players

As for play, I'dliekto play a good lower magic D20 variant with defense bonus and a few action tweaks. I haven't because no one I know want to run one
 

It's tough for me to pick just one campaign I'd love to run or play in, but off the top of my head...

To play in:
* Thieves' World during either a) the Hawkmask purge, or b) the collapse of the Rankan Empire, PC's as Hawkmasks and native rogues of Sanctuary respectively.
* SpirosBlaak with a sprinkling of Lovecraftian mythos as a deeper part of the world's dark side. (Keep in mind I can't seem to get my hands on a copy of it, so if it's already got mythos in there I'd have to do a litle dance. :D)
* A genuinely well-run evil campaign wherein the PCs have a common goal with distant overseers, such as the expansion of their evil organization or church into a new nation, either displacing the previous criminal underworld or bringing them to heel.
* A Halo-style "military forces lost on a constructed planet" game using a modified version of the CP2020 ruleset.
* A Werewolf: The Apocalypse game that doesn't make me want to sell my books in frustration.

To run:
* Any of the above, or my "not quite the combat zone" CP2020 game that ran for the better part of two years before the group dissolved.
 

I like high magic, high fantasy over low magic &/or low fantasy. That in mind, I'd like to run...

A heavy duty, super-serious, Underdark game.
A game set in Faerie.
The game I'm gearing up to run, mixing a little bit of Faerie & a little bit of Underdark with your generic medieval setting, dark sorcerers, the AE magic system, unkillable wizards, a thousand-year old lost legion, a monstrous army, and hopefully balls-to-the-wall action and adventure.

Cheers
Nell.
 

EricNoah said:
I want to play in (not run) an all-drow/all-Underdark campaign. People say it's overdone -- but I've never had the chance and darn it I want to!


Oh Eric! You're so cute when you're all angsty! :D
 

I try to run my dream campaign too often and because it never sees fruition I think it is becoming tainted. I love the 'pull yourself up by the bootstraps' fantasy where the small time ignorant village kids are pulled into the mix and become heroes.

Our problem is that we like slow leveling and can't seem to hit double digit levels, so it becomes redundant.
 

I would like to run a campaign where the players were totally into the background and pushed me in new directions. Players would plot and have deeper campaign goals. Players would intellectually challenge me in new directions and bring a lot of energy to the table.

Players would embrace new challenges and be open and communicative about what they would like to see in the campaign. Players would help shape the campaign and give it real depth.

I think the players would have to be graduate philosophy folks who are in none too big of a hurry to complete their degrees.

I'm running a campaign as close as I can get to these ideals with real world folks. I have casual players who come and update their character sheets basically at the table. I have folks who are dimly aware of the rules. I have folks who get fairly bored if we do not have a combat every 30 minutes. I have folks who would view doing anything outside of gaming time as a burden. I have folks who cannot bother with reading story hour exploits I post about their character. I also have players who genuinely appreciate the game and are quick to say so.

But when we get together, it's fun, and that's what matters. At least everyone at the table is mature and intelligent (mostly) and that goes a long way!
 

Apocalypse Now

I'm throroughly enjoying the campaign I'm running now, a Revelation-influenced game in which the heroes are adventuring during the death throes of the campaign world. So far it has been amazing. Only one player knew the apocalypse was coming ahead of time, and he was playing a crazy doomsayer priest, so all the other players (and characters) thought he was crazy until it started raining blood and stuff. Magnificent, I tell you!

I'm enjoying the Eberron campaign I'm playing in right now, but wanting to play a good Norse-myth themed game or something involving d20 modern and EoM:Mythic Earth.
 

I just posted this to another board:

The world can be Earth or some other humans only setting before the Cataclysm and the base races are humans and mutants, including animals. The Cataclysm also serious mucked up magic so that all casters were unable to use any magic. In attempts to find new paths to magical power, people found that the spirits could assist in that endevor.

There are three types of spirits (though that is just a contrivance by people as the spirits consider themselves equal in power). There is the remains of the human (or mutant) spirit and these are tapped by vultures (that is a class name); this uses the spirit cultivation rules in Atlas' Occult Lore. There is the spirits of plants and animals; this uses an expanded version of the herbalism rules in OL. And there is the elemental spirits (much more than the base 4); this uses the revised artificer for Morningstar. The last help in magic item and golem creation, which can include more than humanoid forms. All forms of current magic have a corrupting effect (mostly in interaction skills) depending on the spirit type.

So the world is typically blasted, there are no magic items that work from the previous age, magical monsters no longer exist (unless they tap the spirit world)- this includes all undead, and magic is feared by the general population.
 

I'd love to play in a Lone Wolf campaign.

I don't know anyone who'd be able to run one, and I don't have the time to play if I did, so I think it definitely qualifies as a dream.
 

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