My game ended. Give me campaign ideas.

RangerWickett said:
So, my game came to an ignominious end. Please give me ideas for what my next game can be. Really, just tell me anything.

OD&D (1974). i'm always looking for playas. check out the Gamers seeking Gamers forum. :D
 

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I got more brainstorming:

For a parallel game:

Setup: The betentacled Horrors overran the planes close to the Ringworld - doing all sorts of horror things to them. To save the ringworld, someone created a really powerful pair of McGuffins. One could seal off a plane. One could anihilate all life supporting parts of a plane.

Organisation X has discovered what happened. They think they could open one of the planes with McGuffin 1 - plane of dreams is the best for some reason. The Horrors would flood in. Then they could use McGuffin 2 to blast them all to kingdom come.

Two groups of their best people are dispatched to do these things...

The McGuffins could be almost anything - Swords, Towers (Kill the Riddick!), Cities or whatever.

Of course, the Horrors have their own cultists - possibly even the ideas guy of organisation X?

Some of the 'bad guys' could know what a dire plan this is and set themselves to stop the PCs?
 

diaglo said:
OD&D (1974). i'm always looking for playas. check out the Gamers seeking Gamers forum. :D

I can personally vouch for this game. It isn't like D20 at all. Very few rules are ever referenced as Diaglo knows them all when a question comes up. So staying in character and/or planning our actions is most of what we do. The amount of story accomplished each session is easily twice as much as any other edition of the D&D game I have played. Even our combats have very few referenced rules. We have had three 18 round combats and each has taken under an hour with 7 players. I cannot remember the last session someone bothered to open a book.

However, the possibility of permanent death looms every game. All of our combats are deadly. If you die, you return as a 1st level character. The game is less about balance and far more about decision making and creativity. The feel is more easily compared to real life people in extraordinary situations than a superhero comic. I have found that our actual characters are self-created and make up the story far more than the events surrounding us. Starting with our backgrounds and growing with the vast number of decisions we make the PCs cannot help but grow and be the leading points of action.

So even if you want to drop by for a single session just to say you played "the original", don't bother hesitating. We are always trying to convince others that this game can be fun, and that the layout/editing/disorganization of the books is the only off-putting part of it.
 

Inconsequenti-AL said:
If you wanted to go planar with it, the site could be particularly important because it regularly relocates itself - that could provide some interesting adventures?

Perhaps it can survive in some of the planes others can't travel in - as long as you can work out how to steer it - it's current motion is (seemingly?) random.

If you want to slot it in with the Ban - the relocating whatsit was used to construct the Ban and would be needed to unlock it?

This is much better then what I was going to suggest. Which was to let the PCs *ahem*borrow the gods blueprint of cosmological connections. With it they could map the seemingly random portals between planes. Basically, the plot from Time Bandits. :)
 

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