Favorite campaign that you NEVER played/ran.


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Back in the 90s I imagined a huge campaign, trying to do something both sandbox-y and on the scale of Babylon 5's big storytelling.

Part 1 would open with an overwhelming, technologically-advanced invasion of the PC's peaceful mountain valley backwater by a powerful mostly-dwarven kingdom. The PCs might discover the invasion is driven by Hellish influences - and they could try to undermine the invasion, organize a resistance, investigate/resolve the corrupting Hellish influences, and/or delve dungeons in search of artifacts which could be used to solve the situation. Whatever they wanted.

If by chance we ever resolved (or bored of) that Part 1 (hah!), Part 2 could open with the campaign world actually being sucked into Hell a la A Paladin in Hell - probably with the PCs escaping off-world when it happened. They could embark on a Planescape adventure, perhaps to find and/or save their world from its Hellish fate, or - again - whatever they wanted.

The potential ideas were ridiculously big, but I also imagined any number of possible goals/end-points the players might pursue, and I felt I had a pretty good notion of how I could accomodate whatever, and still be able to find a reasonably satisfactory end-point for the PC's probable eventual victory.

The campaign was ridiculously ambitious - even before career, marriage, and family subsumed so much of my time.
And over a period of 6 months, the players in that gaming group suddenly scattered themselves across the country.
 
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One I have always wanted to do but can't figure out the logistics is a play by post supers campaign where I engage each player separately and then every week or month or whatever put out a newspaper with stories about what went on. Players don't know who else is playing or even which heroes or villains are players or NPCs.
 

One I have always wanted to do but can't figure out the logistics is a play by post supers campaign where I engage each player separately and then every week or month or whatever put out a newspaper with stories about what went on. Players don't know who else is playing or even which heroes or villains are players or NPCs.
Im not really into supers but that idea sounds great.
 

One I have always wanted to do but can't figure out the logistics is a play by post supers campaign where I engage each player separately and then every week or month or whatever put out a newspaper with stories about what went on. Players don't know who else is playing or even which heroes or villains are players or NPCs.
My friend did something similar in a sense for a space exploration game where neither of the characters (starship captains) were connected, it was quite engaging but it got too big I suspect. I do remember some of the players were not fast enough with their replies (he preferred a weekly turn-around) and the GM either could not cope with the scope or became frustrated or both.

Your idea for the supers game seems to be a good fit for that theme. You should do it!
 
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I always wanted to run the old "Age of Worms" adventure path from Dungeon magazine, transplanted to the Dark Sun setting. IIRC there was an issue with one of the later adventures featuring a multitude of dragons (when DS handles dragons very differently), but otherwise it felt like a good fit.

I think that's the only real "one that got away" - shortly after that point I stopped filing campaigns into the "one day" category as I realised one day was almost certainly never.
 


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