Favorite campaign that you NEVER played/ran.

Campaigns I'd like to run...

Jane Austen's Cthulu.
It is a truth universally acknowledged that a single man in the possession of a crazed alien is in want of a wife.

Armour Wars.
More or less ripping off the Iron Man saga of the same name. All super powers are tech based. I want the inciting incident for super powers to be an alien ship (or ships) crashing onto Earth and people using their (intially shaky) understanding of the alien tech to build power suits.

The Revengers
A light hearted supers campaign in which the Bronx's premier super team must deal with the usual run of weirdness that keeps popping up in super New York.

Heroes of the Five Rings
Don't have an actual campaign for this, but I put a lot of effort into doing a HERO System version of L5R and would love to play it some day.
 

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Back in 2002, I was 22 and a genius. I had thoroughly planned a Metabarons campaign, using West End d6-rules.

I had big ideas for every character. I had not consulted with the players about these big ideas, I expected them to be delighted as they discovered them during play.

One of the characters was bodyguard to the hyper-caliph, and one of the toughest guys in the galaxy. My idea for him was to break him down and build him up, litterally, so during the first session he ended up alone in a firefight with some horrible space pirates, during which both of his arms and legs were shot of.

Then, second session, he was brought along on a sojourn through the galaxy, sitting in a robo-wheelchair. I planned to give him opportunities to gradually build himself up again, finding a new arm here, then a new leg next session etc.

The player didn’t enjoy this, and we ended up only playing two sessions.

I learned my lesson, and haven’t planned games like that again. But I still look back upon alle the weird ideas I had for that campaign with fondness, and a certain wistfulness, most of them never reached the table.
 

Oh, there are so many. My advice to past me (and current y'all) is: DO IT! DO IT NOW! Run whatever crazy, cool thing you have in mind. Now! Before it's too late!

But here goes.

===

The Fall of Moria

You are dwarves who delved too deeply and awoke something in the darkness - shadow and flame. You are doomed. You will die. But how you die matters. Originally I conceived this as a 3rd edition D&D game using all the ammo-tracking, food-lacking, exhaustion-having rules. Nowadays I might run it as Ten Candles if I wanted to amp up the doomed feeling, or Dread (Jenga tower version), although I do like the combat mechanics of an F20 type of game. I dunno.

P.S. I love dwarves.

===

Githyanki Incursion into Magnamund

The Githyanki Incursion is, in my opinion, one of the finest campaign frames ever created for any version of D&D; not least because it has James Wyatt's fingerprints all over it and I am a huge fan of his. Dragon #309. The premise? Githyanki invade your campaign world and gradually amp up the pressure.

At this time this came out I was running a game set in Magnamund, the world of Joe Dever's Lone Wolf gamebooks. While at first this mash-up might seem stupid, and maybe it is, I loved the idea that the PCs would have to put down their Darklord-bashing ways to face an even greater threat. I had a lot of plans for this but the game fell apart just as the incursion started. Ah well.

(Of note: Incursion was incredibly influential overall, not only on the 4e Scales of War adventure path, but through its influence on Baldur's Gate 3, Incursion has now touched an entire generation of new players.)

===

Star Control 2 as Campaign Seed

A thread by this name was posted (by me?) on the late lamented CircvsMaximvs, which was EN World's rude, profane cousin who was allowed to use bad language and grandma-inappropriate comments. When we weren't being naughty we even talked about games sometimes.

Anyway. Star Control 2 (SC2) is a classic sci-fi adventure / combat game whose premise is that two warring species are tearing the galaxy apart with the Earthling-led (New) Alliance of Free Stars caught in the middle. It's a text-based game with mostly static art yet has some of the best writing of any "CRPG" I've ever played.

The exact relationship between the warring species is a spoiler but for my purposes, I stripped away the sci-fi and sought rough D&D equivalents. Eventually settling on the Aboleths vs. the Illithids. The premise of this campaign (ripped from SC2) is that the PCs have been out of touch for a long while, arrive back to their home, and find it under the complete control of (in my version) the Illithids. Clearly this will not stand, but after freeing their home from the squid-faces, they gradually realize the larger war....

This one never got past the planning stages.

Also, if anyone knows a way to retrieve stuff from CM, you're my hero. (Wayback Machine doesn't work because all content was behind a sign-in.)

===

Nine Princes in Shadow

I played a lot of Living Forgotten Realms, the 4th edition organized play campaign. During that campaign, three of the twelve Princes of Shade (i.e., the Netherese) died at the PCs' hands. What about the other nine?

This was conceived as a high-paragon tier, low-epic tier hardcore 4e mission-based game in which the PCs know their targets, know their targets starting situations, and must terminate them all with extreme prejudice. The first one or two should be straightforward kills assuming adequate set-up. After that the remaining princes realize what's happening and begin to fight back....

This one I have notes and even some statblocks for, and given my group still plays 4e, who knows! It could hit the table at some point.

===

Empire of a Million Worlds

This is a game I actually ran for ~50 sessions, into the low-Paragon tier (4e), riffing off one of my favorite threads of all time on EN World.

Welcome to the Empire of a Million Worlds. Through our Portal Lattice -- a series of permanent teleportation circles -- we extend our influence throughout the multiverse. As the Lattice grows, we bring the benefits of civilization and access to the combined cultures of all the Worlds.

Empress Hakama and Emperor Emrys IV rule from Teverola, the Palace of Infinity, on the homeworld Magathei. They preside over a parliament made up of representatives from each of the Million Worlds, plus the Archmages who create and maintain the Portals.

The Invincible Legions protect the Empire and preserve the peace. You are a proud soldier of the Ninth Legion, members of a special forces squad hand-picked by the archmage Desatysso, who has need of talented individuals.

May Ioun grant us wisdom and may Pelor light our way as we do the work of Erathis.

--

The tone of the campaign is noble and hopeful, with the PCs growing to become heroes in the purest sense.
The Empire is essentially good and utopian; its problems are treated as challenges to be overcome.
The PCs are elite operatives in the Invincible Legions, supporting the Empire's benevolent goal: to expand the Portal Lattice in emulation of the Lattice of Heaven.

I aim to provide heroic action plus plenty of character-driven drama. There is also an overarching game-level story ('mystery') for the players / PCs to uncover.


It fizzled (darnit COVID) just as it was getting really good, then one of the key players dropped out, and I haven't had the heart to re-start it.

Somday....????
 

Here's the part where I reply.

What is the campaign that you really wished you got to play or run? What went wrong? Is there a chance to do it yet, or has that ship sailed?

I continue to believe that Reynard is actually the front-man for an entire think tank's worth of RPG-ers. The alternative, that he singlehandedly comes up with all these amazing threads, is too humbling for my fragile ego.

Inspired by Ironsworn, I created a questionnaire to help players develop their own D&D campaign setting and first adventure hook. The players got so into it, designing an amazing world in which an oppressive government, corrupted by aberrations, was hoarding all the magic and erasing history.

That sounds amazing and you should totally use it for something! I dunno what. Solo session in your solo game of choice? (Ironsworn might work if you dial down the Norsement vibes and amp up the Cthulhu vibes.)

  • i'd also like to try 13th age and draw steel. crack the sun sounds rad as hell, and if i don't hate draw steel i'd love to play it when it comes out

I describe 13th Age as: "3rd edition and 4th edition got together, had a baby, and sent the baby to be raised by a gonzo Gygaxian uncle". If you like either one of those systems are are open to some familiar, but different, rules (and open to gonzo), you will like the system.

Draw Steel feels much, MUCH more like a love letter to 4e to me... which is great, because I love 4e, but I know it's not for everyone.

I don't find either one of them have amazing adventures (yeah, I know, what can I say? I'm weird?) but the systems are so fun I don't really care.

Still hoping to one day do an all-dwarves campaign.

After threatening it for years I finally got my players to go along with it. It turned out more comedic than grimdark which is not necessarily a bad thing. I didn't really play up the dwarf-ishness enough, IMO.

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.

Think. Tank. Has to be.

Night's Black Agents. I bounced off this system hard. But I love the adventures. Dracula Dossier. Zalozhniy Quartet. Persephone Extraction. They all read amazing.

Night's Black Agents it the worst match between premise and game system of any (not super obscure) game I can think of. I agree that the adventures read amazingly well, but the "Jason Bourne meets vampires" technothriller that they want you to play? Absolutely a terrible fit for GUMSHOE. I mean I love Ken & Robin as much as the next guy, but come on.

Shadow of the Demon Lord/Weird Wizard. A fantastic ruleset. I just need to find the right adventure(s).

I soured on the SotDL rules (they aren't quite as clever as they think they are, and the need to prep spellcasters like it was the early 2000s 3e days again suxxors) but it does have some good adventures in among the dross. Hit me up if you want to discuss and not hijack this thread.

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.

It's such, such a bad fit for Gumshoe. I will be my usual opinionated self and say don't let that be your (or anyone's) intro to Gumshoe.

The premise is awesome but it needs a techno-thriller system that, yes, can do some investigative work. I dunno what that system is but Gumshoe completely whiffs the first half (techno-thriller) and makes the second half (investigation) needlessly complex.
 

I describe 13th Age as: "3rd edition and 4th edition got together, had a baby, and sent the baby to be raised by a gonzo Gygaxian uncle". If you like either one of those systems are are open to some familiar, but different, rules (and open to gonzo), you will like the system.

Draw Steel feels much, MUCH more like a love letter to 4e to me... which is great, because I love 4e, but I know it's not for everyone.
that's about what i figured looking at both of them. i liked 4e a good bit, so i feel i probably would enjoy them
 

There's an Armitage Files/Cthulhu City crossover I've wanted to run for a while. With a bunch of cults around Arkham, but no one is really sure which ones are pushing for Armageddon and which ones are forestalling it.
A friend of mine ran a Kids on Bikes campaign inspired by the book A NIGHT IN LONESOME OCTOBER, by Roger Zelazny. A large percentage of the adults in our town (including some of our parents) were cultists either trying to open the gates and have magic return, or trying to close the gates. Not that we knew this until much later or even were sure who was on whose side.

Excellent campaign, and a great premise. Should be runnable in a variety of systems.
 

Night's Black Agents it the worst match between premise and game system of any (not super obscure) game I can think of. I agree that the adventures read amazingly well, but the "Jason Bourne meets vampires" technothriller that they want you to play? Absolutely a terrible fit for GUMSHOE. I mean I love Ken & Robin as much as the next guy, but come on.
I can get that you don't like GUMSHOE, but you are rather flying in the face of public opinion. How much of it have you played? Did you DNF Dracula Dossier or just run a shorter campaign?

The Director’s Handbook (part of the Dracula Dossier campaign) won the Ennie Awards for both Product of the Year and Best Writing, and was the runner-up for Adventure of the Year. The Hawkins Papers, a collection of PDF handouts for use in a Dracula Dossier game, also won the Ennie Award for Best Supplement

Night's Black Agents is, as I have experienced it, an excellent fit for highly competent agents when you want to mix investigation and action. I have run over two dozen multi-year campaigns, and Dracula Dossier may have been the most fun. I actually prefer the Gumshoe system for spy campaigns than for traditional horror campaigns, because the ability to spend points to make a spectacular result is great for NBA, but takes some of the suspense out of trad horror games.
 

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