Thief, the Dark Project, the RPG?

Is there anywhere online that gives a timeline/history of the Thief games? It's been a while since I played the first two and I could really use a refresher course.
 

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GlassJaw said:
Is there anywhere online that gives a timeline/history of the Thief games? It's been a while since I played the first two and I could really use a refresher course.
Nothing official, AFAIK, but this is great..

http://thief-thecircle.com/guides/theses/

History of the City is cool, and they're all pretty great. as for a timeline, I dunno. We could certanly make one.

- Kemrain the Keeper Acolyte.
 

Falkus said:
Now that's a cool idea, I'd love to run something like that myself.

Hmm, in May, I'm sharing an apartment for six weeks with a friend for a spring course in university that we're both taking, and we both like DnD...
If you get any cool plot ideas, please, share them here!

- Kemrain the Plotter.
 


If you get any cool plot ideas, please, share them here!

I was thinking of setting in between the Dark Project and the Metal Age, as I saw someone suggest on the TTLG forums. Hammerites are still a force, but are rapidly losing their power, while the mechanists have arisen, but have yet to formally seperate from the Hammers. City Guard has been formed under Truart, and is in the process of supplanting the thieves' guilds as the controller of crime in the city. A time of chaos and disorder. Perfect for a single or small group of independant thieves who want to make it their own way, but end up embroiled in something much bigger.

I was thinking of, in the overall campaign plot, exploring more of the magic side of Thief. We saw nature in the Dark Project, and Technology in the Metal Age, so I'd like my campaign to focus more on magic and necromancy as the antagonist, rather than the concepts explored in the games.

First couple of adventures, of course, would be stealing for fun and profit. That's going to be one of the nice things about playing Thief as an RPG. The PCs get to explore all the things that Garret did off-screen in the game. IE, bribing servants for maps, scouting out security systems, looking for rich targets, etc.

Kemrain, would you please send me a copy of that file too?

Could you send me a copy too? falkus@ removethis cs.ubishops.ca
 

I'll email a copy of the file to anyone who'd like one. It's OGL and all, so, no worries. Sending copies now.

- Kemrain the Emailer.
 


Falkus said:
I was thinking of setting in between the Dark Project and the Metal Age, as I saw someone suggest on the TTLG forums. Hammerites are still a force, but are rapidly losing their power, while the mechanists have arisen, but have yet to formally seperate from the Hammers. City Guard has been formed under Truart, and is in the process of supplanting the thieves' guilds as the controller of crime in the city. A time of chaos and disorder. Perfect for a single or small group of independant thieves who want to make it their own way, but end up embroiled in something much bigger.
Not the time period I'd go for, given that I realyl don't like the Mechanists, but it's a good place to start, and has many ripe opportunities. Good thinking.

You said:
I was thinking of, in the overall campaign plot, exploring more of the magic side of Thief. We saw nature in the Dark Project, and Technology in the Metal Age, so I'd like my campaign to focus more on magic and necromancy as the antagonist, rather than the concepts explored in the games.
So was I! I loved the Hand Brotherhood in Thief Gold, and the Necromancer's Spire in Life of the Party (with the Book of Ash.
The one that summons undead!
) I'd like to focus a few plotlines of my game around Necromancy and Elementalism, as well as Keeper Magic. (Glyphs are teh awsome.) Collaborating ideas here could be very useful.

A Hand Brotherhood mage named Azaran the Cruel was expelled from the Brotherhood for practicing necromancy. In the Hand Brotherhood's compound, Garrett discovers that Azaran returned and stole a necromantic tome, the Book of Ash, from the Brotherhood, a book that they were guarding heavily and never wanted to see the light of day. He then fled to dayport, to unlock its secrets. That's a plotline just waiting to happen, and best of all, it's 100% cannon.

You Again said:
First couple of adventures, of course, would be stealing for fun and profit. That's going to be one of the nice things about playing Thief as an RPG. The PCs get to explore all the things that Garret did off-screen in the game. IE, bribing servants for maps, scouting out security systems, looking for rich targets, etc.
That is cool. I hadn't thought about that too much. Shame on me. Forcing the PC's to make contacts and get their info on their own means that there are 'adventures' between adventures. Very cool. I do intend to introduct my PCs to a fence named Cutty, and once he owes them money and information, have a certain fanatical religious group cart him off to prison... I have Cragscleft all mapped out, and just waiting to be used.

- Kemrain the Excited.
 

Not the time period I'd go for, given that I realyl don't like the Mechanists, but it's a good place to start, and has many ripe opportunities. Good thinking.

The way I see it, it's the best of both worlds. I get to incorporate some steam powered security items, probably in and around Hammerite locations where the Mechanist faction is a majority, but not to the degree that they were used in the metal age (like all those robots in the basement of the bank).

A Hand Brotherhood mage named Azaran the Cruel was expelled from the Brotherhood for practicing necromancy. In the Hand Brotherhood's compound, Garrett discovers that Azaran returned and stole a necromantic tome, the Book of Ash, from the Brotherhood, a book that they were guarding heavily and never wanted to see the light of day. He then fled to dayport, to unlock its secrets. That's a plotline just waiting to happen, and best of all, it's 100% cannon.

That's just too perfect. I can see it now, Azaran, after unlocking the secrets of the book, has become a powerful necromancer, but not as powerful as he needs to be to get his revenge on the entire Hand Brotherhood. But the book tells of some artifacts hidden about the city, and in the possession of the Brotherhood, that could increase his magical abilities to god-like power when used in a proper ritual.

He doesn't want to reveal himself in case the Brotherhood finds out about it and tries to stop him, so he has to acquire them through intermediaries. Guess who gets hired to steal them for him?

I want to avoid it being too similar to the Dark Project, so Azaran never actually betrays the PCs, but instead, they'll figure out what he's up to on their own as necromantic incidents start to increase throughout the city, and they find out more about their employer and what he's up to, and eventually decide to stop him on their own, otherwise they'll just die with everybody else when he achieves his goals.
 

I could see Azaran going after the Eye, and once the PC's bring it to him, it consumes him, driving him beyond simple revenge against the Hand Brotherhood... Driving him to try to destroy the city and ressurect the dark gods of the precursors, like "N'lathotep." Ever wonder why the precursors fell? Some say it was because they were trying to raise their dead king to have him rule forever.. the Eye is a sentient artefact.. It must have an Ego like you wouldnt believe! There's tons of great thigns here, and ways to tie the plotlines together.

So, Victoria is in the Maw of Chaos, nursing her wounds and biding her time.. She brought Constantine back from his imprisonment in the Maw once.. Maybe this time she could ressurect him with necromancy? Time to play with a Blighted Druid?

It would be interesting to see the Kurshok (fish-like beast people in Thief 3 who were imprisoned beneath the earth ages ago by the Trickster) freed from their prison when Constantine died...

There are so many places to take these plotlines. I'm glad you like Azaran. He makes a great villan.

- Kemrain the Pleased.
 

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