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Freeport with different systems
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<blockquote data-quote="HellHound" data-source="post: 3773829" data-attributes="member: 3397"><p>I would try Fred Hicks' "<a href="http://www.evilhat.com/?dryh" target="_blank">Don't Rest Your Head</a>" focused around characters in Freeport who find an even stranger city on the other side of staying awake for 3 days. I think a series of pirate-themed nightmares would rock (I was actually just thinking about using Don't Rest Your Head in Sharn the other day, which is why this was top of mind for me). </p><p></p><p>World of Darkness would be an interesting fit - I'm thinking especially Prometheans trying to live in a limited geographic environment like Freeport, and I think that Changeling would be a very interesting play there (although I haven't finished reading it yet).</p><p></p><p>Inserting it in my B/X campaign would be easy, obviously. And the NPCs could be statted right in the book (Fighter-9, AC:x, x HP) with a pencil.</p><p></p><p>That said, many systems would need some serious reworking to make them fit with Freeport, as the tech level of many of my favourite games is built right into the system, or is a central part of it. For example, while I could really see running a spy adventure with Top Secret, but either the TS rules would have to be adapted to a low-tech setting, or Freeport would need a lot more spies with handguns.</p><p></p><p>I think it would be fun to twist <a href="http://www.halfmeme.com/bacchanal.html" target="_blank">Bacchanal</a> to fit Freeport - select some gods that suit the setting better, and obviously the setting switches from Puteoli to Freeport, and instead of being accused of a crime against the empire, it is some more personal fault that the pirate lords will keelhaul you for.</p><p></p><p>By using Dread, you could really change the emphasis of the setting to the already existing cthonian horror that the original modules brought forward. While retaining the setting, it would certainly change the way players interact with it. Just changing all the adventures into horror-based games would be a big switch.</p><p></p><p>A game of <a href="http://wicked-dead.com/discordia/" target="_blank">Discordia</a> could use Freeport as a sort of alternate reality where talk like a pirate day has become a lifestyle, not just a jest.</p></blockquote><p></p>
[QUOTE="HellHound, post: 3773829, member: 3397"] I would try Fred Hicks' "[url=http://www.evilhat.com/?dryh]Don't Rest Your Head[/url]" focused around characters in Freeport who find an even stranger city on the other side of staying awake for 3 days. I think a series of pirate-themed nightmares would rock (I was actually just thinking about using Don't Rest Your Head in Sharn the other day, which is why this was top of mind for me). World of Darkness would be an interesting fit - I'm thinking especially Prometheans trying to live in a limited geographic environment like Freeport, and I think that Changeling would be a very interesting play there (although I haven't finished reading it yet). Inserting it in my B/X campaign would be easy, obviously. And the NPCs could be statted right in the book (Fighter-9, AC:x, x HP) with a pencil. That said, many systems would need some serious reworking to make them fit with Freeport, as the tech level of many of my favourite games is built right into the system, or is a central part of it. For example, while I could really see running a spy adventure with Top Secret, but either the TS rules would have to be adapted to a low-tech setting, or Freeport would need a lot more spies with handguns. I think it would be fun to twist [url=http://www.halfmeme.com/bacchanal.html]Bacchanal[/url] to fit Freeport - select some gods that suit the setting better, and obviously the setting switches from Puteoli to Freeport, and instead of being accused of a crime against the empire, it is some more personal fault that the pirate lords will keelhaul you for. By using Dread, you could really change the emphasis of the setting to the already existing cthonian horror that the original modules brought forward. While retaining the setting, it would certainly change the way players interact with it. Just changing all the adventures into horror-based games would be a big switch. A game of [url=http://wicked-dead.com/discordia/]Discordia[/url] could use Freeport as a sort of alternate reality where talk like a pirate day has become a lifestyle, not just a jest. [/QUOTE]
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