Aldarc
Legend
Games that I want to try:
** The first campaign would be a Late Bronze Age-Early Iron Age fantasy inspired by Hallstatt Culture (i.e., proto-Celts) and Beyond the Wall that focuses on the survival of a village amidst rival tribes and a world of fantastical elements (e.g., fey, witches, monsters, spirits, etc.). The concept of the Crew gets replaced by the Village. So the characters can help decide how the Village gets upgraded, and expanding the village/tribe comes with its own risks with other neighboring villages and tribes. I would consider replacing Flashbacks (and the Devil's Bargain) with beseeching the spirits/gods for help.
The second campaign idea came out of the earlier campaign that I ran for Fate based in a fantastical pseudo-Renaissance Venetian setting. However, instead of a Crew, the players would pick a Family. They may be members of that noble family, servants, or mercenaries working for them, but they are looking to advance the interests of the family in not-Venice.
- Blades in the Dark: on my shelf
- Dungeon World: on my shelf
- Invisible Sun: on my shelf
- Shadow of the Demon Lord: kinda waiting on the less edge lord version to eventually come out
- Stars Without Number
- Black Hack
- Numenera 2: I have run Numenera 1, so maybe this doesn't count, but I have not had an opportunity to run the newest iteration, and I am curious how the new character types and slight modifications play.
- Afterlife: a Kickstarter TTRPG that was announced around the same time that I was working on a similar idea of the PCs being dead in the afterlife and advancing through regaining their memories.
Yeah, this is one reason why I have considered re-tooling BitD for several possible homebrew campaigns that I periodically brainstorm for,** but first I want to have actual experience running and playing BitD. My TTRPG group has basically dissolved so I need to rebuild it if I want to even play things on my list.Yeah, they mention quite a bit in the book that things will likely end very badly for any individual PC, but the idea that they've created a legacy in their crew is what matters. The game is ultimately the story of the Crew.
** The first campaign would be a Late Bronze Age-Early Iron Age fantasy inspired by Hallstatt Culture (i.e., proto-Celts) and Beyond the Wall that focuses on the survival of a village amidst rival tribes and a world of fantastical elements (e.g., fey, witches, monsters, spirits, etc.). The concept of the Crew gets replaced by the Village. So the characters can help decide how the Village gets upgraded, and expanding the village/tribe comes with its own risks with other neighboring villages and tribes. I would consider replacing Flashbacks (and the Devil's Bargain) with beseeching the spirits/gods for help.
The second campaign idea came out of the earlier campaign that I ran for Fate based in a fantastical pseudo-Renaissance Venetian setting. However, instead of a Crew, the players would pick a Family. They may be members of that noble family, servants, or mercenaries working for them, but they are looking to advance the interests of the family in not-Venice.