Favorite campaign that you NEVER played/ran.

Always wanted to do a medieval travelling circus in which each character is a member of the performing troupe. They are in secret a heist team, that can pull off daring robberies AND each of them is a different type of were-creature just to spice things up!

It almost started in 2019, I had four D&D 5e willing players, but I chickened out. To me 5e was the wrong tool for the job but they didn't want to play another RPG. For me, BRP was and now Dragonbane is a better fit for that kind of story.

I had forgotten about my circus campaign concept. I'll pitch it to my group for 2027!
 

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Back during the d20 Era, I loved Green Ronin's "Mythic Vistas" series, and their series of historical books like Eternal Rome and Medieval Player's Manual.

I once imagined a grand campaign where the players would start in the Antediluvian era in Mythic Vistas - Testament: Roleplaying in the Biblical Era, fighting some magical force that would affect their souls, turning them into pseudo-immortals, destined to reincarnate over the centuries to prevent the return of this eldritch force.

With subsequent adventures involving legacy characters in the Trojan, Eternal Rome, and Medieval eras, perhaps even continuing into the modern day using the d20 Modern series.

Not likely to happen now, of course, and if I were to try such a concept again, I probably would be using something other than a d20-based system. Maybe make a genuine Immortals campaign in GURPS or something.
 

Always wanted to do a medieval travelling circus in which each character is a member of the performing troupe. They are in secret a heist team, that can pull off daring robberies AND each of them is a different type of were-creature just to spice things up!

It almost started in 2019, I had four D&D 5e willing players, but I chickened out. To me 5e was the wrong tool for the job but they didn't want to play another RPG. For me, BRP was and now Dragonbane is a better fit for that kind of story.

I had forgotten about my circus campaign concept. I'll pitch it to my group for 2027!
It sounds like a great setup for a Forged in the Dark variant.
 

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.
In my Champions:1900 campaign, all of the PCs were members of G.A.I.A., an INTERPOL-style agency which included supers (mostly the PCs, but some NPCs too) and had interplanetary jurisdiction. I used a desktop publishing program to produce a template for a single-page infra-agency newsletter.

After the first couple of adventures, the party’s exploits would be recounted as the major story, but other plots/adventure seeds would get mentioned. The players would read these and choose which ones to investigate.

Back then (early 1990s), I posted a printout of the newsletter on our host’s corkboard, but you could simply email or text them to your players these days.
 

I once had a dream where a group of earth people get sucked through a portal in their sleepwear and discover themselves on a hillside where a number of armored corpses lie. They loot the corpses for the armour, weapons and tools etc and then recognize personal items on the corpses that belong to them. - they then hear the screech of an approaching predator...

The PCs have gone back in time and found their own dead bodies from the last time they got sucked through the portal - now they have to work out how to find a new portal and avoid whatever it was killed them the last time

This reminded me of the Dungeons and Daddies (Not a BDSM) podcast. Not sure if it was what you had in mind for your campaign. It was wicked crazy.

thotd
 

In my Champions:1900 campaign, all of the PCs were members of G.A.I.A., an INTERPOL-style agency which included supers (mostly the PCs, but some NPCs too) and had interplanetary jurisdiction. I used a desktop publishing program to produce a template for a single-page infra-agency newsletter.

After the first couple of adventures, the party’s exploits would be recounted as the major story, but other plots/adventure seeds would get mentioned. The players would read these and choose which ones to investigate.

Back then (early 1990s), I posted a printout of the newsletter on our host’s corkboard, but you could simply email or text them to your players these days.
I do my Daggerheart supers game recaps as a news sheet (the setting is magitech but has a Edwardian cultural vibe).
 

There are many campaigns I would like to run.

I have a copy of the Dracula Dossier, which sounds like a really great campaign and the premise (the book was released as a cover for a failed attempt to recruit Dracula by MI6) is awesome. I might run that using Savage Worlds or use it to try out Gumshoe specifically.

I also want to run Necessary Evil which is a Savage Worlds campaign. The premise is that the worlds’s super heroes have all been killed in an alien ambush so the super villains are the only people left to save everyone.

One day I want to run a campaign set in Magnamund (the world of the Lone Wolf game books). I have lots of material to support this already, just need to settle on a rule system and do it. There is a new ‘official’ implementation coming out, based on Dragonbane, so I might use that or homebrew in Savage Worlds or even GURPS.
 

My biggest is the 1e H1-H4 campaign of the Throne of Bloodstone. I had many abortive attempts to start the campaign, and one that proceeded through modules H1 through H3 (using 3, 3.5, and 4e rules) but the already Ship-of-Theseus group dissolved enough that the finale never got off the ground. Alas.

I'd also love to play through a solid Dark Sun campaign sometime. Got a small taste of it back in the 2e days, but never long enough to really make a go of it (also, that campaign ported our existing characters onto Athas, so it wasn't a pure-ish DS experience).

A full Battletech/Mechwarrior, or Heavy Gear, or Jovian Chronicles, or Macross, or similar campaign is another that I'm dying to play. I was in a play-by-post Jovian Chronicles game for a while which was fun enough, but a full on thing that also brought in tactical encounters would be great.

Oh, and a similar vein, a Chaotic Century-style Zoids campaign would be awesome too!
 

Definitely my Mass Effect campaign for Cortex Prime.

The idea was that we'd play it when the one player who has a bizarre and ineffable dislike of Mass Effect (I think it's mostly because he can't play a Krogan and feels like Wrex is, as the kids today say "mogging him", sigh) wasn't around, which at that time had been "quite often". Except that due to the pandemic he had a lot of time on his hands, so after one session (which everyone present loved) we ended up playing a lot of D&D and the campaign was on hold, and then after that we started playing Mothership alongside other games, which kind of occupies the same space Mass Effect would, and I didn't want to tread on that DM's toes by suggesting we go back to ME some of the time or something.

I spent weeks setting up the campaign, too, and had an awful lot of I think good ideas for what we could do and where we could go. I also spent a fair bit working out Cortex Prime rules for Mass Effect, which were pretty good and certainly functional for what we were doing, but unfinished. The PCs were a Salarian tech-genius, a Krogan biotic and Drell infiltrator (who remarkably, wasn't based on Thane, and that player had never even played ME2).

The basic setup, if anyone wants to steal it was (requires some in-depth ME lore knowledge I think though):

1) Start towards the end of ME3, after the Arks had left for Andromeda, the PCs are a team reporting to a Turian Spectre. The PCs are sent to investigate reports that there was another Ark, which hasn't left, and the Spectre wants to know if this Ark really exists, why it didn't leave even though the rest did, and about the Ark's capabilities (in case it can be used in the fight, or to help maybe some people survive, etc.)

2) The PCs track down the Ark, in a series of adventures, which had been stolen and was basically being filled with wealth and treasures by a loose and fraying "alliance" of mega-rich wankers who were going to use it to take themselves and their wealth (and mercenaries and weapons) to Andromeda.

(Part of what I was going to do here with these early adventures was reinforce how long-distance travel worked in ME, because that will be important context for later.)

3) The PCs (hopefully) defeat the wankers (this was more scenario-y, because there were a lot of moving parts, and ideally the PCs would be able to pit the rich guys against each other) and manage to claim control of the Ark, just as all hell breaks loose because the actual ending of Mass Effect 3 happens (Red/Renegade, of course, I mean, like 70% of players picked it first time and it's the most game-able one), which is to say basically all the long-range interstellar transport architecture of the galaxy is destroyed (the Mass Relays) in the process of destroying the Reapers and just of stuff explodes in general. This means almost no-one can travel further than a local cluster of stars (because of the way Mass Effect drives work), so the galaxy is going to kind of fall apart.

4) The Ark the PCs have, though, has special engines which can travel indefinitely (all the Arks do), so isn't limited to by that. And the PCs then discover that the Ark they have is capable of manufacturing small mass relays - this was actually something hinted at in Mass Effect Andromeda, but wasn't actually a capability of those Arks. So this is when the real open-ended campaign would start, as the PCs can essentially travel around the galaxy (not excessively quickly, at maximum speed in a straight line IIRC it would take about two years to go edge-to-edge across the galaxy, for reference, and realistically you'd have to go around the galactic core etc. - the Mass Relays obviated this by acting as "jump gates", essentially), and spend time in places helping out and sometimes setting up small Mass Relays, so we could have an essentially limitless number of adventures around the war-wrecked galaxy, fixing things. The Ark could also reach systems which were essentially unexplored even before this because they were out of range of the normal drives and not near Mass Relays. Because the Ark is a big ship, too, it would have potentially had a lot of crewmembers and areas and so on. I was looking at Deep Space 9, the good bits of TNG/Voyager, Stargate: Universe, and so on for inspiration.

Anyway, I had way more detail than that, and still do, and that is easily the most-planned, most in-depth campaign I've ever created and was more interesting to me than almost any pre-written campaign. I still might be able to run it, but I really wish Mr ME-hater didn't hate ME so much because he's one of the key people in our main group.
 

Anyway, I had way more detail than that, and still do, and that is easily the most-planned, most in-depth campaign I've ever created and was more interesting to me than almost any pre-written campaign. I still might be able to run it, but I really wish Mr ME-hater didn't hate ME so much because he's one of the key people in our main group.

This was the problem in one of the two groups I might have run Claves II for; it turned out one of the players in that group hated mecha and didn't want anything to do with them, in a campaign where everyone was going to be mecha pilots (even if in addition to other things).

The predecessor campaign had been run in a different group that didn't exist anymore (two of the player that were in it were, well, dead) even if the group at hand had a couple folks from the original group. But that one player was a little too central to that group to be casually discarded.
 

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