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Wychcraft

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Posts posted by Wychcraft

  1. Re: Old Immortal RPG

     

    Hi all,

     

    I just found this thread and wanted to mention that I am starting up an Immortal, 3rd edition game (done in the Hero System) right before Thanksgiving.

     

    Any ideas anyone has for the game (especially conversion thoughts), please let me know!

  2. Re: Beginning the "End of Days"

     

    Let the play group come up with it. One thing I did once was have an initial session, where folks just "story told" a bit of their origins and past adventures... and everyone got to jump in and add to it, linking their characters and the like... and the play group essentially built up a "history" for their characters and the group so that everyone felt that when actual play started, they already knew each other and had a sense of continuity.

     

    I even did this as part of a large metacampaign with 15 years of history... retroactively adding in the characters as having existed for a while and how they had fit into past events, or been shaped by them... as well as simply creating all new elements of teh world that hadn't been fleshed out, yet.

     

    It was a fascinating free form experiment that was really successful... with both experienced long term players and newbies at the table.

     

    Try it for your campaign and see what the players come up with. When the campaign starts, with many elements based on their own input, you'll have inherent buy in and commitment to the game from the start. Remember... it isn't how well the charcters know each other... it is how well the players know eachother and the game.

     

     

    This sounds like a very cool idea. I'll talk to my players and see what they think of trying it.:)

  3. Re: UN Supers headquarters

     

    Answers to a few questions:

     

    In this campaign, supertech only functions in the presence of the person who built it, so a flying base would have serious problems.

     

    ...

     

     

    Why is it that supertech works this way? I'm curious because I'm looking for a way to keep supertech from over-running my world with some of the things one of my players wants to create.

  4. I'm starting a new campaign based in a variant of the Champions Universe. The game will begin (in-game time) around the end of 2008 and run until 21 Dec 2012 (the end of the current age according to the ancient Mayan calendar).

     

    I have ideas for the Middle (joining one of the "50-state Initiative"-like teams the government will form) and the End (tring to stop, or at least mitigate, the Apocalypse) of the campaign, but I'm having problems with the beginning.

     

    I was wondering what methods the rest of you used to get your teams together initially? Any and all suggestions would be appreciated.

  5. Re: Urban Fantasy...

     

    ... Magic returns to the world' date=' large swaths of the Earth's surface are replaced with fantastic wilderness full of strange creatures. Mankind continues to live in the remaining cities, with their established industrial base, but now they need people to defend them against the strange beings wandering in from the new wilderness, and the ones stepping out of the shadows in the cities. Furthermore, a few brave souls try to understand and tame the new forces at work in the world. ... Zeropoint[/quote']

     

    I actually ran a game like this for a couple of years, except magic wasn't "just returning" (ala Shadowrun) - it was invading.

     

    Random minor "tears in reality" - called shadowtides - had naturally occurred all throughout history. These tears allowed magical energy, creatures, people, and even locations (which replaced whatever had been there before) to slip through to our world from other planes of existence. Whatever came through would remain fully "functional" {i.e. a dragon could still fly and breathe fire, a staff of arcane tempests would still be able to call up storms, etc.} until it died/was destroyed, at which time it disappeared as if it had never been (look Ma, no dragon bones!). The shadowtides was how I explained everything from Merlin and Excalibur, to unicorns and griffins, and even places like Atlantis.

     

    In recent times, something inexplicably caused the minor self-healing tears to become major rips! My campaign started a few years after the rips originated. It centered around a US government agency - called Chimera - trying to deal with the influx of magic, new races, arcane creatures, and whole locations (the PCs first adventure was arguing land rights with an ancient dragon whose domain had replaced a large portion of South Dakota).

     

    The whole approach saved me the headache of deciding why people would chose a gun over a magical sword ... characters worked with what they were raised with. It was left to the players to work out a happy medium between all parties.

  6. Re: Campaign idea!

     

    I have this idea about a campaign. I'm wondering what you think of the idea. Or if anyone played a campaign like it before It would be nice of you to tell me how it went. Also I've posted it in the champions forum as well since im not sure which genre to play in yet.

    Ideas

    * Campaign is not solely a "save the world" campaign

    * The backround of the campaign is not always the main plot and all adventures need not be coherent at all times.

    * The idea is that the characters wake up somewhere with a memory loss (new characters).

    * They have no idea who they are nor where they are from.

    * The campaign is as much about them finding out their origin as in survival.

    * Mysterious friends and enemies from the PC's past shows up sometimes

    * PC's will experience various flashbacks, some of which actually help them but also some which does not help them at all

    * Some adventures could be played as "flashbacks". How well the characters succeed in the adventures will significant for how much the PC's remember and what clues they recieve. It's often about moral decisions, but it wont reveal who they are and where they are from too quickly.

    * The PC's hunt for answers about their past will lead them new adventures and conflicts where they might not know which side to chose.

    * During adventuring some very wierd things can happen that the PCs have no idea whats going on, but as they continue the campaign they could find out later on what happened.

    * They could be hunted by someone or something. They dont know what or who it is, however it will keep them fleeing (someone very powerful ). The idea is that sometime in the future they will think of a way to beat him, and possibly succeed.

     

    Stuff I need to find out before campaign starts:

     

    What are the PC's background, and where do they come from?

    Who are they?

    How did they lose their memory?

     

    Are they some sort of gods that has arrived to to this world for some reason? Are they from another world or dimension? Are they the last decendants from a now dead civilisation? Have they themselves agreed to lose memory, ie, is there something they dont want to remember?

    I think it shouldnt be TOO hard to figure out these things because it could put the players off.

    I realise also that it probably takes active players to pull something like this off, so some players could need more help along they way than others.

    So what do you think? Any ideas?

     

    /Brutal

    Brutal,

     

    How are you going to handle the "Mysterious friends and enemies from the PC's past shows up sometimes" angle?

     

    With any memory loss scenario, you run into the problem of the PCs grilling the NPC for info about themselves. Even a server who worked at a tavern the group used to visit would be able to tell them their names, how they usually interacted with each other, what they seemed to like or dislike (at least food wise), if they lived locally, when it was they came to the tavern (dates and/or times), etc.

     

    The other option is to have frustrating 'near-misses' ... "Oh yes, there was a woman here who said she was looking for you. You just missed her though. She boarded one of the ships off of dock 9. I think she said something about Timbuktu."

     

    Larkin

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