Post by Apillis on Apr 16, 2013 1:38:39 GMT -5
So, what I got planned is another attempt at a PnP campaign here. And while I have a lot going on both online and in rl, nevertheless, against my better judgment as the thread is titled, I'm willing to give it another go. A couple months ago a DnD campaign was attempted at but because of a combination of lack of interest and/or rl stuff getting in the way--it wound up dissolving. But, I'm willing to give an attempt at another go. It'll be run fairly loosely to accommodate more RP elements than tedious restrictions (to a point, necessities for the spirit of the game/campaign need to be respected to forge some boundaries), thus the core rules for each campaign will be maintained but the more misc tedium will be more flexible or just ignored. The sessions for the campaign(s) will be maybe once or twice a week or whenever those participating will be able to play. Therefore the plots of which will be moving--I hesitate to say quickly, because that implies rushed, but it'll more along the lines of a lot will happen within each session.
What I have in mind for campaigns I'll leave you to decide upon. Hence the poll. But I have to impress this, I tend to do things on a very "wing it" kind of method. I have a starting point and numerous possible ending thoroughly planned out with a very basic outline for how to get from that start to one of those endings, but how that is done--I honestly just devise pending on what you guys do. Which is part of the reason why I like to have those intervals between sessions, so I can plot and plan things out based off of your guys' actions and decisions. So, while I know the beginning--and I may have an "idea" for a possible conclusion, nevertheless I have no clue as to how it will end, because so much of depends on your characters choices.
With that said, here are the descriptions of the choices as follows...
What I have in mind for campaigns I'll leave you to decide upon. Hence the poll. But I have to impress this, I tend to do things on a very "wing it" kind of method. I have a starting point and numerous possible ending thoroughly planned out with a very basic outline for how to get from that start to one of those endings, but how that is done--I honestly just devise pending on what you guys do. Which is part of the reason why I like to have those intervals between sessions, so I can plot and plan things out based off of your guys' actions and decisions. So, while I know the beginning--and I may have an "idea" for a possible conclusion, nevertheless I have no clue as to how it will end, because so much of depends on your characters choices.
With that said, here are the descriptions of the choices as follows...
- The Architects of an Empire
This one will be the easiest for me to do, because I already have the setting down pat, and also because I'm massive Star Wars nerd and this is a Star Wars campaign. It's the campaign that my brothers and I did with our friends yeeeeeeeears ago. It takes place in the KotOR era, we wrote it taking place a few decades after the Great Sith War (Tales of the Jedi saga (Exar Kun's time)), therefore everything that happened in the KotOR franchise... never happened, for the simple reason being that we wrote it all before the KotOR saga ever existed. My reason for rehashing this campaign is simple, I already know how it ends with my friends back in the day. But how will it end with my SWU friends? I honestly have no idea, and I'm personally curious to find out.
You start off on the Dark Lord's flagship (either as a Jedi, Sith, Republic/Sith soldier, or someone hired by either faction) as it is broken in half and blazing on fire over Coruscant, while it and several other Sith ships are being fire upon by both Sith and Republic ships alike. A faction of Sith Lords deciding to utilize the grand battle above and on Coruscant's surface as the perfect opportunity to pull a coup d'tat upon the Dark Lord. Thus launching those Sith still loyal to Dark Lord and the usurping Sith faction into civil war. In a way the coup is both ill and perfectly timed. For the Republic it is the perfect time for them to regain control of Coruscant as half of it (just as half the systems of the Republic) have been claimed by the Sith. Whereas for the usurping Sith factions it is the perfect time for a regime change, despite the risk of the Republic taking advantage of the situation. And for the Sith still loyal to the Dark Lord, while under the blanket of the same risk as their traitors, it is also the perfect time to purge the cowardice faction and consolidate power to a chosen few to build strength anew Empire.
The Dark Lord in those final moments upon the flagship before its destruction, for whatever her reasons, aids in your escaping the burning, ruined vessel seemingly as her last act as she remains behind upon the ship before its destruction, rather than save herself. Why? Who knows... The real question is, what to do upon the war torn surface of Coruscant... - The Machinations of Wars and Empires in Burning Skies
I've always wanted to do a kinda' steampunk/cyberpunk style campaign, and the gameplay system I'll probably wind up devising from oWoD, because it's exceedingly simplistic and easy to manipulate, even though the campaign and setting in of itself will have absolutely nothing to do with oWoD, just going to use its gameplay system. The setting as implied earlier, is going to be steampunk but also cyberpunk, I'm blending the two together. If you've played the Civilization V scenario "Empires of the Smokey Skies" you have an idea for what the setting is, because that's what inspired the setting for this only the empires are all in the sky, for the lands on the planet below have been deemed uninhabitable (and for good reason as the narrative will delve further into). There will be unique races (if you've ever played or seen the old school PnP game "Rifts" you'll have an idea for what races will come up for this campaign to choose from), classes, skills, abilities, and powers and whatnot created for this campaign.
There are five grand empires, each with their consolidated power and unique militaristic and political strengths. However, the relations between them on the surface seems placid for the most part, there is in reality a technological arms race between them, and deadly cold war. All it will take is a simple push for each to suddenly break out into war against the other as unspoken tensions between the five empires have reached their peak. Each simply seem to be waiting for who will make the first move on the other.
In the midst of all this, something beneath the thick layer of clouds below eclipsing the world's surface, is brewing and stirring down there. What it is no one really knows, but it only seems to ratchet up the paranoia between the leaders of the five empires. One of the empires has decided to get a bit more proactive than the others, and openly begun hiring mercenaries and specialists to investigate the monstrous stirrings below the veil of clouds... - The Warband of Ragnarok
This... as for as gameplay goes, I'll be doing the same as the steampunk/cyberpunk campaign as I'll be using oWoD's system, but that is where it ends as the setting and narrative and whatnot will have nothing to do with oWoD. And like with the steampunk/cyberpunk campaign I'll be creating new classes, skills, abilities, and powers for it. I could go the DnD route with this, but honestly... I don't feel like dealing with DnD's stat tedium, and again oWoD's stat/dice system is sooooo incredibly easily to manipulate for creating ones own campaign, it's wonderful. In any case, as what can be deduced from the title, this will be a Nordic campaign. I'll be "borrowing" aspects of Norse mythology (though it won't be their true mythology, it'll be something more devised for the setting and more simplified). And while I typically don't like to be restrictive, in this case I will be in that the choices for races to play will be: Human, Dwarf, and Tiefling (and I'll allow only one Tiefling as more than one within the group for the setting would be... weird and take away from them being unique and very, very rare).
On a battlefield fighting under the flag of your Jarl's army, your warband is facing a rival Jarl's army seeking to protect their lands from your onslaught. A calamity had be fallen them, and taking it as a sign from the gods, your Jarl has decided their lands are ripe for the picking to lay claim to. However, the chaos that had be fallen your enemy's lands still seems to persist within it. It is only upon the destruction of your enemy's army does your warband of your Jarl's army truly see what this... 'calamity' is for yourselves. And just when it seemed as though your Jarl's victory was at hand over his rival on the battlefield. The moment of realization of what the calamity is, it then unleashed itself upon the lands of your Jarl.
The days following are that of blood and destruction, rumor goes among the people is that Ragnarok, the end times have arrived. Is that truth of it? That the 'calamity' that has befallen the lands are the gods' wrath or the time that the gods realize they too have their own end? Maybe, or maybe not. Perhaps it is the actions of an interloper, someone or something of great power striking from the shadows the Jarls of the land just cannot see or understand quite yet. But it targets them and their people specifically and calculatingly, it has a plan and agenda, which is... mass genocide. Is it an interloper? Is it the end times? Is it both? Can it be stopped?... Maybe.