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Cool Idea... or the Coolest Idea Ever?

Started by RPGPundit, May 19, 2007, 11:22:31 AM

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chaldfont

Here's one I've always wanted to do at a con, but never really worked out the details.

The Old Boss has died before he named an heir to lead his criminal organization. His top three capos all want the position, but war is bad for business. So they decide that the boss whose crew brings in the most loot to a secret warehouse at midnight in 30 days takes over.

Three GMs run several sessions. The GMs are the capos. The players are their soldiers. I want to see spies, double crosses, elaborate heists.

I just need to figure out how to make it fair between the GMs.
 

Pseudoephedrine

Here's a game I've proposed once to my crew. They turned it down, but I think that as our tastes change over time to more low magic / high heroism stuff they might come around to it.

Long ago, the Divine Craftsman created the sky and the earth and the seas upon the Cosmic Forge, and peopled the lands he had created with monsters, and brute demihumans. Before he could finish, and grant these monsters the higher knowledges - art, science, law, civilisation, philosophy, religion - to complete and perfect his work, he left for realms unknown.

Aeons passed, and the Cosmic Forge began to despair at the incompleteness of the world. Though it could not create new things - that power was reserved for the Divine Crafstman - it could breathe life into the empty vessels he left behind.

Those empty vessels are the PCs, the first (and only) humans ever created. The Cosmic Forge imbues them with its knowledge and sends them out into the world to finish the Divine Craftsman's work and even perhaps to discover his fate.

The game would focus on empire-building and exploration, and I'd run it with Iron Heroes most likely.
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Calithena

I've been meaning to do this story where, like, a brave human warrior, a wily and beautiful sorceress, a wisecracking but honorable dwarf, and a sardonic and highly perceptive elf plunder an ancient tomb full of traps and monsters to recover artifacts that will help them fight some ancient evil. Always wanted to play that.
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Pierce Inverarity

Quote from: jrientsI'd totally pillage Trav for a space-faring Rifts campaign.  UWPs, easy ship generation, great deckplans, what's not to love?.  I wouldn't set glitterboys loose on the Spinward Main, but there's totally room for some light peppering of Trav in the insane salad of Rifts.

The horror! That's like stealing candy from a baby.

On a different note: So I'm reading Rifts UE and, well, Settembrini perfectly summed up my major issue so far with the setting: unicorn huggers vs. techno nazis. I mean, that's lose-lose. Unless Lazlo isn't quite as hippy-dippy as S. claims. I have a hunch that even if it is it can be turned into something less hideous with some effort. The CS, though... bleh.
Ich habe mir schon sehr lange keine Gedanken mehr über Bleistifte gemacht.--Settembrini

Settembrini

I mostly play based on the NGR.
They are like Siemens & Daimler running the show for a kick-ass military and nice political climate. They even have a civilian culture!
With Dr. Faust kicking it satanically in the Schwarzwald, and trusty polish allies needing help in Silesia:

What´s not to like about that?


Or we play freelancing North American Ragtag-Rebels, only loosely aligned with the Unicorn-huggers.
If there can\'t be a TPK against the will of the players it\'s not an RPG.- Pierce Inverarity

J Arcane

Quote from: Pierce InverarityThe horror! That's like stealing candy from a baby.

On a different note: So I'm reading Rifts UE and, well, Settembrini perfectly summed up my major issue so far with the setting: unicorn huggers vs. techno nazis. I mean, that's lose-lose. Unless Lazlo isn't quite as hippy-dippy as S. claims. I have a hunch that even if it is it can be turned into something less hideous with some effort. The CS, though... bleh.
My solution was Free Quebec.

At least in the original treatment in the main rulebook, Free Quebec was presented as being largely autonomous, and more free and democratic than the main body of the Coalition.  The alliance between the two was tenuous and largely political.  The CS got the second-grade Glitter Boys, and Quebec got the protection of the larger CS states.  Tech for numbers, basically.

My solution was just that it was high time that Free Quebec broke free and went out on it's own, so I was planning a civil war plot, with the ultimate end of it hopefully being a truly Free Quebec and a weaker Coalition.

Mind you, this was all before Coalition War Machine and thereabouts, when the Coalition coverage started taking the same disturbingly fetishistic tone as those WWII buffs who're a little too gung-ho in their interest in Nazi Germany.
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jrients

Quote from: CalithenaI've been meaning to do this story where, like, a brave human warrior, a wily and beautiful sorceress, a wisecracking but honorable dwarf, and a sardonic and highly perceptive elf plunder an ancient tomb full of traps and monsters to recover artifacts that will help them fight some ancient evil. Always wanted to play that.

Hey, I'd play that too!

Quote from: PierceOn a different note: So I'm reading Rifts UE and, well, Settembrini perfectly summed up my major issue so far with the setting: unicorn huggers vs. techno nazis. I mean, that's lose-lose.

I think you're both taking the canonical setting way too seriously.  Just change it to your tastes.  Or tell the players that their task is to establish a new world order that sucks less than all the present power structures.  Or have the aliens up in Canada invade and suddenly the game isn't about fascists vs. hippies, it's about humans versus bugs.
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RPGPundit

Quote from: J ArcaneMy solution was Free Quebec.

At least in the original treatment in the main rulebook, Free Quebec was presented as being largely autonomous, and more free and democratic than the main body of the Coalition.  The alliance between the two was tenuous and largely political.  The CS got the second-grade Glitter Boys, and Quebec got the protection of the larger CS states.  Tech for numbers, basically.

My solution was just that it was high time that Free Quebec broke free and went out on it's own, so I was planning a civil war plot, with the ultimate end of it hopefully being a truly Free Quebec and a weaker Coalition.

Mind you, this was all before Coalition War Machine and thereabouts, when the Coalition coverage started taking the same disturbingly fetishistic tone as those WWII buffs who're a little too gung-ho in their interest in Nazi Germany.

The solution that applies in the standard RIFTS canon if you want "good guys" would be to have the PCs be loyal not to any of the big nation-states, but rather that they be mercenaries-with-a-heart that travel from one smaller town to another, those defenceless towns not allied to any big force in the setting, needing to be protected from said big-wigs.

In other words, a "Heroic" campaign of RIFTS is like a post-apocalyptic version of "The A-team".

RPGPundit
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kregmosier

Quote from: SettembriniEDIT: Here´s the title music, Doc Rotwang style.

i'd also accept H-Blockx "The Power" cover befitting Mummy Space Pirates, Rotwang-style.
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Danger

The only good idea I've got kicking about is mixing WHFRPG into the Forgotten Realms setting.  Nasty that bitch (FR and all therein) up good and proper it would.
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