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Matching the Campaign to the Right Ruleset
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<blockquote data-quote="Reynard" data-source="post: 9085327" data-attributes="member: 467"><p>Have you ever had an idea for a campaign and not been sure what game or ruleset to use? Moreover, you have a specific idea of what you want play to be like, not just what the campaign is about, and aren't sure what rules will get you there.</p><p></p><p>In this thread, let's share some of those ideas and let other posters suggest games, rulesets or even just house rules that can get us there.</p><p></p><p>Example:</p><p>I want to run a conspiracy espionage game of spycraft and anxiety that absolutely does not include gunplay or kung fu or car chases or any of the action stuff that espionage often defaults to because intelligence is BORING. Of course, I don't want the game to be boring. I want players to feel like it could unravel at any moment: they could be found out to be traitors and spies, they couldbe silenced for knowing to much, or otherwise "fail" with no warning. But the job is so important they must risk everything to get it done. (The plot has to do with proof of extraterrestial technology in the hands of governments, but it isn't a sci-fi thriller.)</p><p></p><p>What game should I use to get there?</p><p></p><p>What campaign idea do you have that you need to pair with a ruleset?</p></blockquote><p></p>
[QUOTE="Reynard, post: 9085327, member: 467"] Have you ever had an idea for a campaign and not been sure what game or ruleset to use? Moreover, you have a specific idea of what you want play to be like, not just what the campaign is about, and aren't sure what rules will get you there. In this thread, let's share some of those ideas and let other posters suggest games, rulesets or even just house rules that can get us there. Example: I want to run a conspiracy espionage game of spycraft and anxiety that absolutely does not include gunplay or kung fu or car chases or any of the action stuff that espionage often defaults to because intelligence is BORING. Of course, I don't want the game to be boring. I want players to feel like it could unravel at any moment: they could be found out to be traitors and spies, they couldbe silenced for knowing to much, or otherwise "fail" with no warning. But the job is so important they must risk everything to get it done. (The plot has to do with proof of extraterrestial technology in the hands of governments, but it isn't a sci-fi thriller.) What game should I use to get there? What campaign idea do you have that you need to pair with a ruleset? [/QUOTE]
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