Or "Games I want to run and/or play."
This is another one of those notes to myself. There are several settings I'd like to create, as well as a few games I'm interested in running one of these days. Are the chances slim? You betcha. Oh well, maybe one day I'll figure out how to make, run, and play games for a living.
"Sundered Lands"I'm thinking something along the lines of a sword and sorcery take on a world where all the "fantasy adventure" tropes actually make sense.
I've actually got some work done on this setting already, originally as a setting for some "traditional D&D," until I realized that I simply can't run traditional D&D without my brain fucking exploding out my ears. Oh well. Anyway, what I've got so far is really little more than wholesale theft from a bunch of sources, all sortof jammed together. I'd like to take that, put some original maps down on paper, and rewrite it as a cohesive whole.
The basic concept - The known world is sortof on the skids. It's long after the fall of a great, world-spanning empire that reached heights of magic and technology, followed by several lesser kingdoms that died out through wars and plague and natural disasters. All that's left are scattered islands of civilization existing in coastal city-states and a few major nations that are shadows of former glory. Lots of wilderness and uncivilized areas inhabited by the monstrous remnants of former wars and experiments, as well as the ruins of greater civilizations.
The idea is to create a setting where the characters can really be adventurers, pushing the boundaries outward, digging into forgotten places, doing things that most people wouldn't do. Really become movers and shakers if they want.
1. No black and white - shades of gray only need apply. The gods (a diverse and scattered group, often in competition) may be good or ill, but are more often a bit of both, and so goes the people.
2. Conan + Thieve's World = I want to capture that sortof swashbuckling, freewheeling adventuresome feel that is present in the sword and sorcery tales of Conan and the like, but with the slightly darker, more desperate feel of the Thieve's World tales.
3. Magic is visceral, organic, and dangerous. While still powerful and awe-inspiring, it's nowhere near as easy to use as in d20 or similar systems. And there are risks involved that can never be entirely negated. The same applies to magical items of all times. The process of creation should be difficult, expensive, and a bit risky. There's no such thing as shops selling magic items or any such nonsense. Any purchasing of magical stuff would be through exclusive dealers, like buying a Rembrandt or a Picasso - expensive and rare. Magic items should be cool, not typical.
"Dirty, Gritty Fantasy"In this, I'm thinking something along the lines of the various novels published by China Mieville. This stuff is what Eberron wishes it could be - a world with magic, monsters, and various things, plus technology and science, capitalism, etc. If I manage to do something with a setting like this, I'll probably just steal and adjust the stuff published in Dragon and Dungeon magazines on Mr. Mieville's work. I'm not sure that I could convince anyone to play this, and I probably won't feel any obligation to stick to the actual books, but I really like the ideas.
1. Magic - Magic has been in use long enough to it has become a science. A difficult science, admittedly, with some applications only available to those with inborn talent, but a science all the same. This makes sense to me. There are a wondrous variety of fields in magical science, ranging from bio-thaumaturgy, which focuses on using magic to alter biological processes, to demon-summoning, planar travel, alchemy, and anything in between. Magicians are really more scientists than guys in pointy hats hanging out in towers.
2. Science - Originally developed out of magic, science has advanced to steam power, clockwork, etc. Many chemical processes have been mastered, including gunpowder and various types of drugs (legal and otherwise). We're talking train lines, paddle boats, and dirigibles, amongst other things.
3. Gods - Although there is, of course, a lot of worship of deities, the gods themselves (if they even exist) certainly don't seem to involve themselves in the world very much. Pretty much like our world, although there are several schools of thought that say that at least some of the "gods" might be powerful extra-planar entities.
4. Non-humans - While there are non-human races, they are very much non-human. No elves and fucking dwarves roaming around, no hobbits or halflings. Nope, there are insect-headed, matriarchal (because the males are non-sentient bugs) khepri, frog-like vodyanoi who can shape water with their hands, bird-men garuda, plant-men cactacae, etc. Yay, someone who isn't following the Star Trek/Tolkien model of aliens!
5. Gritty & Dirty - This is not a nice world. Pollution, hardship, all the stuff that makes the real world tough and made it tough a thousand years ago. This is not a sweetness and light setting, not even a little bit. In the city of New Crobuzon, the government is not above repression, in fact is built upon it, the criminals are rampant, and the rivers and streets are filthy and disgusting. Yay!
"Science-Fiction Space Opera"Again, I've got some work done on this (with ample help from The Guys), but it's far from complete. The idea is scattered nations of humans in space, often in a state of subdued conflict. If there are aliens, they are truly alien. They won't think like people, and they sure as hell don't look like people. Technology is advanced. The key is to keep a swashbuckling, adventuresome feel. I like that sort of game, and I'd like to see it in a game setting. I'm sure there is one out there already that I can either use wholesale or at least alter suitably. I'm just not sure I want to - I like creating.
Note - The Epoch of Rysos game I played at Fear the Con had a lot of the sort of feel I was looking for. The aliens were fairly human-like (of course, the only aliens we dealt with were actually half-human genetic creations, so I've no idea what the real aliens are like).
"The Shadowrun Saga"Basically using SR4 rules, but starting in an early era of the Shadowrun and working our way forward through the years and events. If the PCs change the future, then so be it. A lot of work involved in this, because each timeframe requires a new set of technology available, plus a rough "timeline of events" to keep track of things. The way I was thinking of would be a series of plots (mini-campaigns) consisting of a small number of sub-plots (1 to 5?) probably taking 5 to 10 game sessions. Between plots the timeline would advance a number of years, during which some PCs might drop out, some might come in, etc.
This is very much a vague idea, cause I'm honestly not sure how in love with the Shadowrun setting I am anymore.
"Section 9"I got this idea from watching "Ghost in the Shell: S.A.C." Basically, using something similar to the Shadowrun 4th system (or a SW system with addition of cyberware, however you'd do that), running in a futuristic cyberpunk-like world with lots of tech, no magic (hell no!). The PCs would play members of a super-secret government "troubleshooting squad" and the plots would consist of various missions they went on. If a PC died, then the team would recruit a new member. Want to play a different character? Maybe the current one retires (or we think of a fun way to kill him/her).
The head of the squad (just like the leader of Section 9) would probably have to be a PC, cause it wouldn't be real fun to play as a character.
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Okay, that's what I've got for the moment. I know there are more, but none spring to mind just yet.