Gaming: Campaign Skeletons
After my 'favourite games' post I started to think about the various things I could run and, more importantly, what I wanted to run. These are my initial 'sketches' where I start working out what I could do with the games I've chosen, potential problems and flavours.
I've no idea which of them will fly, but intend to work the ideas a little bit before settling on one to 'push' to see if I can find another group. They're a bit rough and ready at the moment but I'd love to hear your thoughts.
Gaming Stuff
Notes on Terminology
Mode – the
setup of the campaign overall, which I divide into three categories.
Epic – one
long story
Chronicle –
short stories that build into a single story
Mission –
single stories
Campaign Ideas
Victoriana: Small Shadows
Mode:
Mission/Chronicle
Location:
London initially, thereafter travelling; I especially want the characters to
travel to India
Tone:
Mystery, slight tinges of horror
What it is: Working
in association with Ms Scarlet Pevensie, a consulting detective, the PCs
initially undertake work from her, as she recovers from a riding accident. They
discover crimes, intrigues and conspiracies woven into the otherwise
respectable world of London society before their work takes them elsewhere;
first out into the country and then out into the wide world.
Heavy
emphasis on investigations, on the nature of the world as strange and upon the various
moving parts of Empire.
Possible
Plots:
·
A serial killer in the East End, who is really
hunting a demon possessed girl.
·
A spy who is stealing state secrets to sell to
the Prussian Confederacy
·
An auction where a rare grimoire is up for sale
– PCs must verify its existence and recover it for the Guild.
·
A ghost at the Opera, can the PCs exorcise it in
time for the first performance to go on?
·
A werewolf is on the run in Cannock Chase, the
PCs are brought in to hunt it down.
Potential
Issues: Mission based play is ‘bitty’ and so there would need to be a focus for
each arc and lots of linking back to the other adventures in order to build a
narrative. Also, want to avoid it getting too ‘shadowrunny’ and allow the game
to have its own, distinct identity.
Key Terms: Detectives,
Scandal, Conspiracy, Crime, Espionage
Leagues of Adventure: Brave New World
Mode: Epic/Chronicle
Location:
Paris initially, thereafter worldwide
Tone: Larger
than Life/ steampulp
What it is: Beginning
in Paris during the World’s Science Fair the PCs are drawn into a web of
intrigue and mad science that threatens to topple the world’s order. The focus
here is global, after the initial parts in Paris, fighting science masterminds
with an agenda for the future; though there will be diversions into smaller
areas to deal with the PCs own obligations and the clubs that they’re members
of.
Lots of
travel, lots of club related stuff and exploration, discovery and peril
Potential
Issues: The tone might start to grate if it becomes too ‘jolly hockey sticks’. Also
it might collapse under its own weight so that would have to be handled
carefully.
Possible
Plots:
·
Spies working at the Fair, who are kidnapping
scientists
·
A globe map with strange sites marked, allowing
the players to guide play.
·
The city of Ayesha in Africa
·
A friend asks the PCs to find a friend, a
military officer whose gone native in the Hindu Kush… one Colonel Moran.
Key Terms: Mad
Science, Conspiracy, Strange Locales, Espionage
Werewolf the Forsaken: Concrete Jungle
Mode:
Chronicle/Mission
Location:
Paris
Tone: Low
Down Urban Fantasy with horror tinges
What it is: The
great beast (Idigam) that coiled in the heart of Paris has fallen, defeated in a rare
alliance between the Uratha tribes. In the wake of their victory, old rivalries
and feuds are beginning to rear their heads as the city is carved up into
territories. The PCs are part of a small pack, who have claimed a chunk of the
city (allowing the players to pick) and who have to tame their new territory, reclaiming
it from the spirits that have run amok for too long. They must deal with the
threats within and without and make their turf a better place.
A war
against the spirits, against the Pure, against each other.
Possible
Plots:
·
The rats – Beshilu gnawing at the Gauntlet
·
A serial killer who’s urged by spirits
·
A spirit market where the spirits of commerce
buy and sell anything that comes their way. They steal something from the PCs
to sell
·
Lost treasure – the Pure are hunting for an
heirloom, something they lost before the Idigam moved in.
Potential
Issues: The game might be limited – being territory bound, it relies on buy in
at the start in the form of players picking/defining their territory.
Key Terms:
Reclamation, Territory, Taming the Spirits,
Vampire the Requiem: Bloody Crowns
Mode:
Chronicle/Mission
Location:
Paris
Tone: Gothic
What it is:
In the wake of a strange event, wherein all the members of the Lancea et
Sanctum disappeared from the city (including the Prince), Paris has been left
in disarray. The old territories have been broken as vampires seek to grab new
lands left open by the sudden evacuation. Politically the city has fractured
into two courts, one ruled by a Nosferatu Prince the other by a Council of
Elders. Elsewhere, something stalks the streets, and unwary vampires die in
mysterious circumstances, and echoes of the past stir, ready to step into the
night once more.
It’s a game
of blood, chance and death on Paris’ streets.
Possible Plots:
·
Theatre des Vampires – the PCs uncover an old
group of vampires, bound in torpor – they’re monsters who, if woken, will
delight in running rampage (perhaps a more grown up version of a Belial’s Brood
coterie?)
·
The mystery of what the thing killing vampires
actually is
·
Turf dispute, neighbouring coterie decides that
they want the PCs patch.
Potential
Issues: Selling ‘Gothic’ as a style/thing. Might be too adult in content and I
need to check if the ideas presented here would work within Requiem.
Key Terms: Territory,
History, Mystery, Memory,
Yggdrasil: Long Winter
Mode: Epic
Location:
Scandia, generally
Tone:
Fantasy history, played straight.
What it is:
Spring has come to Scandia and the PCs are on one of the first ships out of the
port of Klepp, travelling north in search of work and trade. What they find
instead is blood, death and stories of raiders. What is the source of the
attacks, what does it have to do with the Jotun and their prophecy? Where will
the PCs discover the truth about the Daughter of the Norns? What secrets does
their home community hold and where can they go to learn the truth?
And will
they ever learn to like fermented herring?
Possible
Plots:
·
Searching for a lost child
·
Winter Wolves – hanging around too long and
needing to be slain for the good of the city.
·
The city watch/guards have turned to extortion
to ensure protection – the PCs must help the local artisans.
·
The local Skald has annoyed the Jarl, how can he
get back into his good books?
·
The Jarl’s uncle has arranged for his nephew’s
wife to be given a ‘medicinal tonic’, it actually
Potential
Issues: Selling the ‘historical’ nature of the game and creating that
atmosphere, combat (as this looks to be the only game with a serious focus
there).
Key Terms:
Norns, Nine Worlds, Shadows, Intrigue, Honour, Monsters
The Strange: Strange Horizons
Mode: All
three, for preference
Location;
Earth, the Strange Network
Tone: Mixed,
but with a core of modern day SF
What it is:
A strange drug has started to appear on the streets of L.A., a narcotic that
seems to originate from somewhere other than Earth. The Estate scramble a team
to investigate, little knowing that they will discover something dark and
dangerous; something that comes from the Dark Energy Network. Sooner or later
the PCs have to leave Earth and head out into the worlds out in the Strange…
·
Possible Plots:
·
The drug bust
·
A creature from between worlds breaks in – bug
hunt through a crowded area (shopping mall?)
·
Into another world – pursuing a fugitive
scientist
·
The Quiet Cabal start to pry into a biotech
company’s findings, as they’re on the verge of finding something interesting
and dangerous.
Potential
Issues: Potential to be too weird?
Key Terms:
Exploration, Peril, Lost, Honour, Monsters
Mage the Ascension 20th
Anniversary: City of Eyes
Mode: All
Three
Location:
London
Tone: Urban
Fantasy/Horror
What it is:
Set in the dirty streets of London, as the city undergoes a transformation. The
streets are being taken away from the people, rising costs and greedy oligarchs
force the people out. The Syndicate and New World Order plot from their lairs
in Canary Wharf and Whitehall, building their shining city where everything is
measured, everything is watched. The other Conventions are dragged along in
their wake, their science yoked to the dreams of money and politics. In the
shadows, the Traditions still fight, but do they have a foothold in a city that
is increasingly one of mirrors and measurements?
Possible
Plots:
·
The pupils at a school on special measures are
behaving oddly, they don’t play, they don’t gossip. They’re polite and
respectful… an adult’s idea of what model children should be, in fact. What’s
caused the change?
·
A local mage has gone off the map, and the
Chantry is getting worried – PCs are tasked to investigate but can they handle
the rigours of another mage’s descent into Twilight?
·
Something is stalking women on the Underground,
using its knowledge of the Tube as a weapon to avoid detection. When a dead
woman’s body turns up with a sigil carved into her forehead the mages have to
do something or risk their world becoming a little too sharply into focus.
·
The PCs are approached by a Man in Black who
wants their aid in stopping something the Technocracy is doing; can they trust
him, or is he leading them into a trap?
·
A haunting turns into something far more
sinister as an Umbrood starts to build a group of puppeted humans to further
its own agenda.
Potential
Issues: Magic system, might be a bit bleak, selling the world.
Key Terms: Ascension,
Mystery, Struggle
Rocket Age: Ignition
Mode:
Epic/Chronicle (long story but with clearly defined arcs)
Location:
Solar System/Mars
Tone:
Exploration/wonder/classic slipstream
What it is:
A new figure has emerged on Mars, a prophet, a rebel leader. Styling himself ‘the
Speaker’ (and rather akin to Muad’ib from Dune – which I imagine I’ve mispelt)
he is uniting the various kinds of Martian into a force that aims to overthrow
the ruling elite and throw the ‘outlanders’ off world. As revolution spreads
across the planet, and the system, what can be done to stop it and will it
affect Earth?
Possible
Plots:
·
A Europan Ambassador is assassinated, can the
murder be solved and the killer brought to justice before the Europans react?
·
A group of smugglers are transporting weapons
for the Speaker’s soldiers when the PCs stumble onto them, what do they do?
·
An Earthling agent contacts the party, asking
for passage off world, when they’re safely in space, one of the party notices
something about him; a strange mark on his body… which supposedly only the
Speaker has. Has the rebellion and the overthrow been nothing more than an
Earthling attempt to stage a coup on Mars?
Potential
Issues: Keeping the tone right, keeping the players interested, making the arcs
interesting without letting them drag, allowing the scope for lots of
exploration of the solar system without losing focus. I think this might need
another long term plot too, to give players choice.
Key Terms:
Revolution, Disguises
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