The Second Prospectus
Sep. 4th, 2006 07:40 am![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
I branched out a little in this one, producing some very off beat campaign ideas but obviously didn't do a good enough job explaining them, which combined with the players gravitation to GM directed games with questions of "it sounds...interesting, but what would we do?"
I also did some, er, campaigning. I explained to one player that the Trek game was really based on the SF game I had toyed with a few years back that she had been really enthused about, and this time she gave a very similar description a much higher rating, which ultimately put it over the top.
The Russia Campaign Book 2: Pilgrimage for D&D (A2, S3, K3, J4 = 12)
Maksyn's worst winter in a generation is finally ending. Clues that Reuvin pulled from discovered texts indicate answers to the old Boyar's madness might be found in Constantinople. How hard can it be to reach the center of Eastern Orthodoxy, evade the besieging Turks, find what you need in the city's literally Byzantine bureaucracy, avoid the war and return to solve the mysteries beneath this unassuming Russian village?
An option for the Russia Campaign, this one leads you headlong into the defining war of the 15th century. Constantinople is still a city of vast knowledge and impressive magic. Heading there might make the resolution of the Apocalypse Tapestry easier. All you have to do is survive. Obviously, part of our ongoing D&D campaign.
The Russia Campaign Book 2: Descent for D&D (A2, S4, K3, J3 = 12)
Maksyn's worst winter in a generation is finally ending. Months of practice and strange new companions make opening the door in the seashell tower a possibility. The Reptoids have fled below, into the depths that drove the old Boyar mad and inspired the images on the Apocalypse Tapestry. Dare you follow? Dare you not? What waits below is known only to God and the Kindly Old Woman of the Forest, and neither reveals much.
This is the second of the two Russia options, which has you plunge directly into the caverns below the mines below the church below the Mad Boyar's basement. There are serious threats below, but you have stout hearts, strong limbs, nimble fingers and unshakeable faith. What's the worst that could happen? Again, this is our ongoing D&D setting.
Star Trek: Old Life, Old Civilizations for ST:RPG (A2, S4, K3, J3 =12)
The USS Carter, a Miranda class science vessel, navigates the ancient stars of the Alpha Quadrant, seeking out survivors of Earth's centuries old slowboats, exploring the ruins of vanished races and contacting new cultures that live amongst these shadows out of time. Archaeologists & explorers, diplomats & defenders, the they learn the galaxy's history so that the newborn Federation need not be doomed to repeat it.
Very early Trek, concurrent with Captain Pike on the Enterprise, with 4 main crew, a small secondary cast and a lot of red-shirted extras dealing with archeology and diplomacy in space. Each session is a discreet story tying into a short season, and combines both SF and Space Opera elements using the ST:RPG. If this is a success, we may return to it.
He Sang Real for Over the Edge(A3, S1, K1, J4 = 9)
The Green Nights are a hard rocking bar band with members from across the country staying one step ahead of their personal pasts. Life can get strange on that road; stuff happens that button-down men can't understand. You do the best you can, making a lot of music, doing a little good and grabbing some fun along the way. So set up the instruments, down the complimentary beer and get ready to rock.
It's the Monkees meets the Fugitive, as conceived and written by Tim Powers. Sure, it's strange, but it's a Tim Powers novel. It's *supposed* to be strange. The game engine is Over the Edge (which is both dirt simple and wonderfully weird), and it's a complete story in one arc.
Sterling's Game for FUDGE (A1, S2, K1, J3 = 7)
In the year 2009 the full promise of electronic connectivity & virtual reality are coming true for the EU. Pressure is building for England to finally abandon its beloved pound and buy into the Euro. That leaves a very small window for cunning group of thieves and con men to make a fortune in transition. Four thieves, nine figures, one sterling opportunity. Don't believe them when they say it can't be done.
Here's a con game inspired by The Sting, Oceans 11 and Entrapment. It's a complete story in one arc, starting with recruiting the team and ending with each getting either 30 million pounds or 30 to life. The game engine hasn't been built - FUDGE with cyber-tech, netrunning and Dramatic Editing included.
Voices in the Twilight for Godlike (A1, S2, K1, J3 = 7)
World War III wasn't so much a nuclear annihilation as it was a land slog in Eastern Europe with some radiation and bio-chem weapons. The reality is that you're cut off behind enemy lines in Poland and the USA has just decided to exit the war. The unreality is that something has happened to you...you can hear the future, see thoughts and taste the truth. For people who can move things without touch, is getting home really out of reach?
The "Twilight 2000/Psi-world crossover" idea I've played with for several years. While the setting might seem grim, I'll be using the slightly pulpier Godlike engine rather than T2K's bloody realism and the objectives are hopeful: can you get home, and how can your strange new gifts rebuild a shattered world? There is a potential sequel to this one.
This round of voting showed one of the weaknesses in my point system, in that three of the choices were tied with the same voting numbers. This means I got to pick my favorite of the three, but I still wish for a clearer mandate from the players. This might not be possible with such a small pool.
In any event, this one game a few new observations. The gratifying one is that Jason just likes every idea I put forward. The second is that by querying the players I can tailor ideas that didn't sell last time into ones that do sell, illustrated by the shift from 'the First generation' to 'Old Lives, Old Civilizations'. The third is that I can't trust that my players are going to share my pointless eccentric knowledge, as 3 of the 4 didn't catch the Arthurian Myth references in 'He Sang Real' - was trying to shroud it a little so there'd be some unfolding mystery in the setting, but in the pre Da Vinci Code days I was being a little too obscure.
The continuing observation is that the players again gravitated strongly to the GM-directed games: both of the D&Ds did well, and ST is very clearly GM directed, with either the problem planet of the week or orders from Starfleet. I broke in favor of ST and am very glad I did.
Trek was a shock for the players because while it was GM directed in what the problem was, it was entirely player directed in how to solve it. They had vast resources at their disposal, but no one to immediately turn to and no excuse to run away: out on the frontier, they were the Federation. The players really enjoyed the game, but ended each session feeling a wee bit wrung out.
Still, this experience left me thinking that if I were to give them a directed goal, I might be able to get them to take control of how to get there, freeing up some of the GM directed tendencies. And on to Prospectus 3.
I also did some, er, campaigning. I explained to one player that the Trek game was really based on the SF game I had toyed with a few years back that she had been really enthused about, and this time she gave a very similar description a much higher rating, which ultimately put it over the top.
The Russia Campaign Book 2: Pilgrimage for D&D (A2, S3, K3, J4 = 12)
Maksyn's worst winter in a generation is finally ending. Clues that Reuvin pulled from discovered texts indicate answers to the old Boyar's madness might be found in Constantinople. How hard can it be to reach the center of Eastern Orthodoxy, evade the besieging Turks, find what you need in the city's literally Byzantine bureaucracy, avoid the war and return to solve the mysteries beneath this unassuming Russian village?
An option for the Russia Campaign, this one leads you headlong into the defining war of the 15th century. Constantinople is still a city of vast knowledge and impressive magic. Heading there might make the resolution of the Apocalypse Tapestry easier. All you have to do is survive. Obviously, part of our ongoing D&D campaign.
The Russia Campaign Book 2: Descent for D&D (A2, S4, K3, J3 = 12)
Maksyn's worst winter in a generation is finally ending. Months of practice and strange new companions make opening the door in the seashell tower a possibility. The Reptoids have fled below, into the depths that drove the old Boyar mad and inspired the images on the Apocalypse Tapestry. Dare you follow? Dare you not? What waits below is known only to God and the Kindly Old Woman of the Forest, and neither reveals much.
This is the second of the two Russia options, which has you plunge directly into the caverns below the mines below the church below the Mad Boyar's basement. There are serious threats below, but you have stout hearts, strong limbs, nimble fingers and unshakeable faith. What's the worst that could happen? Again, this is our ongoing D&D setting.
Star Trek: Old Life, Old Civilizations for ST:RPG (A2, S4, K3, J3 =12)
The USS Carter, a Miranda class science vessel, navigates the ancient stars of the Alpha Quadrant, seeking out survivors of Earth's centuries old slowboats, exploring the ruins of vanished races and contacting new cultures that live amongst these shadows out of time. Archaeologists & explorers, diplomats & defenders, the they learn the galaxy's history so that the newborn Federation need not be doomed to repeat it.
Very early Trek, concurrent with Captain Pike on the Enterprise, with 4 main crew, a small secondary cast and a lot of red-shirted extras dealing with archeology and diplomacy in space. Each session is a discreet story tying into a short season, and combines both SF and Space Opera elements using the ST:RPG. If this is a success, we may return to it.
He Sang Real for Over the Edge(A3, S1, K1, J4 = 9)
The Green Nights are a hard rocking bar band with members from across the country staying one step ahead of their personal pasts. Life can get strange on that road; stuff happens that button-down men can't understand. You do the best you can, making a lot of music, doing a little good and grabbing some fun along the way. So set up the instruments, down the complimentary beer and get ready to rock.
It's the Monkees meets the Fugitive, as conceived and written by Tim Powers. Sure, it's strange, but it's a Tim Powers novel. It's *supposed* to be strange. The game engine is Over the Edge (which is both dirt simple and wonderfully weird), and it's a complete story in one arc.
Sterling's Game for FUDGE (A1, S2, K1, J3 = 7)
In the year 2009 the full promise of electronic connectivity & virtual reality are coming true for the EU. Pressure is building for England to finally abandon its beloved pound and buy into the Euro. That leaves a very small window for cunning group of thieves and con men to make a fortune in transition. Four thieves, nine figures, one sterling opportunity. Don't believe them when they say it can't be done.
Here's a con game inspired by The Sting, Oceans 11 and Entrapment. It's a complete story in one arc, starting with recruiting the team and ending with each getting either 30 million pounds or 30 to life. The game engine hasn't been built - FUDGE with cyber-tech, netrunning and Dramatic Editing included.
Voices in the Twilight for Godlike (A1, S2, K1, J3 = 7)
World War III wasn't so much a nuclear annihilation as it was a land slog in Eastern Europe with some radiation and bio-chem weapons. The reality is that you're cut off behind enemy lines in Poland and the USA has just decided to exit the war. The unreality is that something has happened to you...you can hear the future, see thoughts and taste the truth. For people who can move things without touch, is getting home really out of reach?
The "Twilight 2000/Psi-world crossover" idea I've played with for several years. While the setting might seem grim, I'll be using the slightly pulpier Godlike engine rather than T2K's bloody realism and the objectives are hopeful: can you get home, and how can your strange new gifts rebuild a shattered world? There is a potential sequel to this one.
This round of voting showed one of the weaknesses in my point system, in that three of the choices were tied with the same voting numbers. This means I got to pick my favorite of the three, but I still wish for a clearer mandate from the players. This might not be possible with such a small pool.
In any event, this one game a few new observations. The gratifying one is that Jason just likes every idea I put forward. The second is that by querying the players I can tailor ideas that didn't sell last time into ones that do sell, illustrated by the shift from 'the First generation' to 'Old Lives, Old Civilizations'. The third is that I can't trust that my players are going to share my pointless eccentric knowledge, as 3 of the 4 didn't catch the Arthurian Myth references in 'He Sang Real' - was trying to shroud it a little so there'd be some unfolding mystery in the setting, but in the pre Da Vinci Code days I was being a little too obscure.
The continuing observation is that the players again gravitated strongly to the GM-directed games: both of the D&Ds did well, and ST is very clearly GM directed, with either the problem planet of the week or orders from Starfleet. I broke in favor of ST and am very glad I did.
Trek was a shock for the players because while it was GM directed in what the problem was, it was entirely player directed in how to solve it. They had vast resources at their disposal, but no one to immediately turn to and no excuse to run away: out on the frontier, they were the Federation. The players really enjoyed the game, but ended each session feeling a wee bit wrung out.
Still, this experience left me thinking that if I were to give them a directed goal, I might be able to get them to take control of how to get there, freeing up some of the GM directed tendencies. And on to Prospectus 3.
no subject
Date: 2006-09-07 01:01 am (UTC)The problem wasn't so much the goal; we got lost in the getting there.
no subject
Date: 2006-09-07 10:18 am (UTC)Your post mortem is very healthy as it allows you all, players and GM, to air what went wrong from your own perspective and to try to learn from it and avoid it happening again.
I'm getting the impression that the game is salvageable as none of the players are screaming 'No, no never again!'in which case I hope you have fun.