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Starting a new campaign

If you're willing to wait a little bit the AGE system might work for you Umbran.

There's time for the game to come out, time for me to *learn* it, then time for me to do worldbuilding - all while the group is twiddling their thumbs waiting? I don't want to wait for significant period, because *momentum* matters in keeping a group rolling.

I'm not going to make perfect the enemy of good here - I'll run a game with a few warts rather than play nothing waiting for a perfect game to come along.

And that's an important note - the issue here isn't finding perfection. It is in eliminating enough of the field so I can focus on one and get creative with it.
 

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Just a bit over 5 years ago, I started a classic Deadlands campaign...
Congratulations! Gaming attention spans longer than 1 month are a beautiful thing.

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).
And here I totally expected a request of "what sort of setting should I be looking for?" To which I would answer, "this is the year of the sci-fantasy setting!"

Savage Worlds is definitely on my list. As you said, many of the basics would be very familiar, but we'd dispense with many of the baroque fiddly-bits of the original.

Similarly, FATE-based games have a character-growth issue. They're much better as character change over time that isn't actually power growth, IMHO.
Modos RPG, the game I've dropped into the ENworld downloads section, has some SW and Fate-like features. It has fewer fiddly-bits than SW (like pages and pages of Edges), but otherwise has a similar streamlined feel.

I'm not exactly sure what you're looking for with "long term character growth," but the game's level-up system is highly customizable. Since there's no system of tying XP to killing monsters, you can award levels (or portions of levels) whenever would be best for your campaign. There aren't classes either, so your party Druid doesn't wake up after a short rest and realize that he can turn into an elemental. Instead, players have the ability to create their own advancement by deciding what their attributes, skills, and hero points mean to them.

So, to hit the numbers above:

1) Not crunchy. There's only one extraneous table, really, and that's used for miraculous-type healing (if your PCs are the type to get into fights).

2) Goofiness: check. You, the GM, choose the theme of the game, and the PCs use that as the measuring stick for their characters. The subjective difficulty system measures things by what the "average person" could do, and if the campaign's average person can do goofy things, so can the PCs.

3) The game focuses on "conflict," not "combat." If that conflict is a heated debate or a campaign to undermine the credibility of a rival shadow network, it can use the same rules. The two levels: one-roll conflicts are for quick resolutions, so you can get on with roleplaying. Extended conflicts use a simple system of adding progress points to a pool, and reaching max progress (before your opposition) indicates victory. Combat is a subsystem of extended conflict.

4) If you have questions, I'm just a PM away. And I've created a (fledgling) community for discussing issues about the game.
 



Well I'm thinking you don't want to continue gaming in the Old West, having completed a Deadlands game, but in the same flavor, I am currently designing a setting and subsystems for a Pathfinder based gothic horror, old west setting called Gothic Western - and am currently working on new class archetypes for pre-gen PCs and villains for a one-shot I am designing called Horror on the Gila Express which entirely occurs aboard a steam train. My setting is more influenced by Call of Cthulhu, than Deadlands, although undead do play a part in the setting.

So far we've creating (still tweaking) a Shootist (magus archetype), Texas Ranger (druid archetype), Knights Templar (inquisitor archetype - "Freemasons" is a thing in the setting), Journalist (investigator archetype; much influenced by the Private Detective of CoC), and have begun work on a Cabalist (sorcerer archetype; opponents to Knights Templar), and a Pinkerton (which will be a Slayer archetype).

Technology-wise the setting is post transcontinental railroad, as trains are significant means of travel in Gothic Western, though stage coach still plays a part. Also telegraphy exists anywhere there are train tracks - every major town has a telegraph office, so long distance communication is a thing here. While I'm not a big fan, I've been thinking of incorporating some steampunk elements. I got an idea of a paddlewheel riverboat, with a diregible attached on top, not so it can fly (its too heavy for that), but can move through fast-moving and shallow waters (though not rapids), so can go deeper into wilderness areas as long as some river systems can get there.
 
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Well I'm thinking you don't want to continue gaming in the Old West, having completed a Deadlands game

Yah. FOlks have mentioned liking the setting, and havign a desire to return to it eventually. But a genre change will probably make me more creative, and give the players a significant change of pace.

I am currently designing a setting and subsystems for a Pathfinder based gothic horror

Broadly, that sounds like a cool idea. For my group, though, I suspect Pathfinder/3.xe to be a tad too crunchy, especially as the levels rise. I'd consider using something like E6 with this bunch, but in general, it really isn't a fast-running system.
 

There's always the Kaidan setting of Japanese horror (PFRPG) which, of course is Pathfinder too, and the introductory AP to the setting is the Curse of the Golden Spear trilogy which is 5th, 6th and 7th level, so not quite fitting in E6, but it could? That's something completely different than the old west for sure!

These adventures are visitors from a (probable) European setting visiting the far east, it wasn't designed for samurai PCs, however.

Also the one-shot module/encounter Haiku of Horror: Autumn Moon Bath House fits at the end of The Gift, first module of the Curse of the Golden Spear trilogy, where the party is expected to stay at a city inn (bath house fits perfectly for that). And there's a one-shot called Up from Darkness (for a side quest of the opposing NPCs to the PCs) that are the primary opponents in the third module of the trilogy, Dark Path.
 
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There's time for the game to come out, time for me to *learn* it, then time for me to do worldbuilding - all while the group is twiddling their thumbs waiting? I don't want to wait for significant period, because *momentum* matters in keeping a group rolling.

I'm not going to make perfect the enemy of good here - I'll run a game with a few warts rather than play nothing waiting for a perfect game to come along.

And that's an important note - the issue here isn't finding perfection. It is in eliminating enough of the field so I can focus on one and get creative with it.

That's completely fair. I take ages (hehe) to world build so I can, personally, wait for the book to come out at Gen Con.
 

Well, there's all kinds of stuff to do...

Space exploration as Scientists & Space Marines- Sol's system/planetary, interstellar, etc.
Monster hunters modern Sci-fantasy
WW2 Supers
Alternative History Colonial/Empires Era with Atlantis
"Sliders"
Planetary colony/exploration/survival
Post-Apocalyptic (post-human?)
 

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.

I just want to say congratulations. It's a real feat to bring a campaign of any length to a stirring conclusion, and this sounds like the sort of game people will talk about for years. Bravo.

I'm sure whatever you run next will be a blast at the table; a fresh start to a new campaign can be so creatively invigorating!
 

Into the Woods

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