Monday, March 15, 2021

Future Campaign/s

This post is primarily for the players in my group, although if you are a follower and have some suggestion on what campaign we should play in the near future, do leave your comments.

With the Sorcery! 2 campaign scheduled to run from April to May, we can start planning for the campaign that will follow it; and if we like more than one of them, we can always queue them for future campaigns.

I've got a few ideas for what we can play next; the first three follow the drop-in, drop-out format as with the Barrowmaze campaign, while the next three require a more regular attendance.

1. Space Opera Season 3: Deepnight Revelation


This is a Traveller kickstarter I backed a while back and, providing it delivers by May, we will use it as a basis for Season 3 of our Space Opera campaign.

The premise is: after the events in Season 2, the United Confederation found a wormhole in the Dead Zone which they believe lead to the homeworld of the Grens. Together with the Tazanian Empire, they built an exploration vessel, crewed by the best the Confederation, the Empire, and the Neutral Zone have to offer, for a mission to go through the wormhole and find the source of the Gren threat and put an end to it... and Nick, AJ, Kumra Khan, and RB have been asked to head the mission.

Rules will likely be Savage Worlds

Players from the previous Seasons will retain their characters (except for Jet, who is still considered too junior for command and will play as a crew character), and also create a new "crew" character - other players will also each create a crew character. Game will be semi-trope style, with the command team making the command decisions, and the crew PCs doing the execution. Think Star Trek (TNG or Voyager - not Discovery).

We will continue the drop-in, drop-out system, with the team for the session made up of the players who can make the session.


2a. Return to Terrinoth: The B Team aka Lakemane's Larcenous Lackeys

What can I say? I like Terrinoth, and I love some of the characters you guys have made and played.

This campaign picks up where the B Team and Barrowmaze left off.

Our campaign is set in the city of Tamalir, and consist of Therion Lakemane (now Steward to the Count of Pfalzenstein), Whisper Blackmane, Giso, and Tom, (all around level 5) as well as characters from the Barrowmaze campaign. Rules will be 5E, with the Five Torches Deep characters converted over to the corresponding class, with XPs at 1-to-1, i.e. around level 4.

The campaign will probably be more player-directed as we follow the shenanigans of Lakemane and company in their quest for... whatever it is that you guys feel up to!


2b. Return to Terrinoth: The A Team aka Venier's Valourous Vigilantes


Alternatively, we can rejoin the A Team, i.e. Entana, Strigoi, Percy, and the world famous Gio Gerbo, all around level 6.

This campaign will be set in Fulhurst, a village on the edge of the dreaded Mistlands that Entana is holding for the University of Greyhaven. The PCs will be retainers who have joined the party, drawn by the fame of our heroes. You can choose to convert your Barrowmaze characters to 5E, or create a new 5E character at level 4.

Play will be in a style similar to Deepnight Revelation above, with the players for the original party making the "domain-level" decisions, and the retainers doing the actual adventuring. There will be a more definite plot-arc for this campaign.


2c. Return to Terrinoth: The C Team - Guild-Free


In this alternative, you keep one of your characters from the Barrowmaze campaign, convert him/her to 5E, and you form a party. Play will be in the more traditional format. Where will you go? You tell me!

3. Gamma World and Shadowrun mash-up


This is something has been at the back of my mind for years now, and is a mash-up of a Shadowrun-esque campaign we played, and the Gamma World mini-campaign I ran.

The story takes place in a post-apocalyptic world where civilisation still exists in megacities ruled by vampires, while in the wastelands beyond the city walls scavengers and mutants eke out a living in the hostile landscape.

In the first thread of the story, George Bennett (failed mob doctor), Ice (cyborg street samurai), and Victoria (half-vampire), have fled into the wastelands with a little girl, pursued by vampires who want to use her as a bio-weapon.

In the second thread of the story, our village of mutant sentient-but-not-necessarily-anthropomorphic animals have recently explored a crashed spaceship and returned with high-tech weapons which they hope will help them defend their village against a tribe of human wasteland warriors bent of eliminating all mutants.

As their paths cross, the two parties find that despite their differences, working together may be their only hope for survival in this crazy cross-genre world.

No idea what rules to use yet - the decision will largely depend on whether we want a more gritty game, or a more gonzo, roll-for-your-new-mutation game.


4. Something, something, Jon Hodgson


OK, this one is less worked out, but the idea is to use The Hero's Journey, a set of OSR-ish rules, for some sort of a "journey" campaign.

There are several candidates for the setting, including my old favourite Anglo-Saxon England, Middle Earth, the Lone Wolf world, or the Dragon Warriors world. The key thing is that the campaign should involve some sort of long journey, and lean into the "fellowship" aspects of the rules, and that the mood should be Jon Hodgson art.


5. Something else

Those are four ideas I have, but if you have something that you think the group will enjoy playing, and if I think I can do the idea justice, then do bring it to the discussion.

It can be a short campaign, or a long-ish one, fantasy, sci-fi, pulp, or modern - I am open to running most things except Horror, which I don't think I will be competent at.


So let me know what your thoughts are!

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