Just a bit over 5 years ago, I started a classic Deadlands campaign...
It came to its conclusion last night, as the PCs finally tracked down and dealt with the evil voodoo king of New Orleans, who was raising thousands of walking dead to finish his trans-continental railway. Had he succeeded, the City of Lost Angels would have been overrun with walking dead, the Civil War would have reignited, and many other bad things would have happened. Luckily, they didn't fail.
So, now I am stuck with the need to follow my own top act.
Now, many people will tell me, "Just run what you want!" And those people would be right, insofar as the group will probably play anything I decide upon. However, they'd be wrong in that I am not at my most creative when doing, "whatever I want." I am far more creative when I have some limits imposed upon me to form a framework to work upon.
I have a few assumptions:
1) Not a super-crunchy system. While the players are all capable of working with such a system, playing system is not the primary reason for any of the players to be at my table. On top of this, we play short weeknight sessions - and crunchy systems run slow. The end result would be a game where not much happened in a given session, and that's not a lot of fun. I need something that plays pretty quickly.
2) The system/setting must allow for a little bit of goofiness. One player, in particular, has a penchant for wild mages, mad scientists, and the like, and a setting too grim, or a mechanic too inflexible, would be unfun for him.
3) Combat won't be the player's primary focus. While the Deadlands party motto was, " We are best at Intimidation, sustained violence, and the dark arts," going to conflict for them is the culmination of dramatic necessities, not a desire to play tactical wargames (see point #1).
So, there'll have to be some questioning, to find out what genre they want to play in...
It came to its conclusion last night, as the PCs finally tracked down and dealt with the evil voodoo king of New Orleans, who was raising thousands of walking dead to finish his trans-continental railway. Had he succeeded, the City of Lost Angels would have been overrun with walking dead, the Civil War would have reignited, and many other bad things would have happened. Luckily, they didn't fail.
So, now I am stuck with the need to follow my own top act.
Now, many people will tell me, "Just run what you want!" And those people would be right, insofar as the group will probably play anything I decide upon. However, they'd be wrong in that I am not at my most creative when doing, "whatever I want." I am far more creative when I have some limits imposed upon me to form a framework to work upon.
I have a few assumptions:
1) Not a super-crunchy system. While the players are all capable of working with such a system, playing system is not the primary reason for any of the players to be at my table. On top of this, we play short weeknight sessions - and crunchy systems run slow. The end result would be a game where not much happened in a given session, and that's not a lot of fun. I need something that plays pretty quickly.
2) The system/setting must allow for a little bit of goofiness. One player, in particular, has a penchant for wild mages, mad scientists, and the like, and a setting too grim, or a mechanic too inflexible, would be unfun for him.
3) Combat won't be the player's primary focus. While the Deadlands party motto was, " We are best at Intimidation, sustained violence, and the dark arts," going to conflict for them is the culmination of dramatic necessities, not a desire to play tactical wargames (see point #1).
So, there'll have to be some questioning, to find out what genre they want to play in...