Alternative campaigns
Here are ideas for short campaigns. Please comment in the next few days so we can come to a decision in a week which would give me or someone else a week to prepare.
I've thought of other rules light fantasy games but I'm not sure if it's worth it as we're already use to Basic Fantasy and light games tend to be similar. If you want me to list options, let me know.
Other Best Island Games
These would require no new rules and not much new info to get going.
1. You're all part of the same Newzan noble House. You may or may not be actually related as a house includes everyone employed or owned by the family and can be thousands of people. You're moderately high up in the house: nephews of the head of the House, bodyguards, assassins, wizards, and the like. The house is involved with a shadow war and is about to make a bold maneuver that will win the war if they pull it off.
2. You're mercenaries employed by the adventurer's union. You're racing into The Crack to get an artifact before the Serpent Men can get to it.
Other Basic Fantasy
We can take the same rules and do something totally different.
1. Playthings of the Gods. You are high level adventures in a pocket plane as pawns of gods, playing strange games for unknown stakes.
2. Peculier Cases - low magic historic fantasy. You're agents of the king and archbishop of York in 1190's England solving crimes while half the nobility are away on crusade.
Call of Cthulhu
I have both BRP(original) and D20 rules but the BRP are probably easier to pickup. The ability stats are very similar to D&D with percentile skills. It works best if you don't know too much about the mythos and I don't go much by what's written anyway. Compared to some, I'm rather lenient but the casualty rate is fairly high and there is a good chance that some of you will die.
All you need to as a player are the quickstart rules, which are here: http://www.chaosium.com/article.php?story_id=87 (pages 6-11 is all you need to read).
There is chargen software here that is easy to use and prints out a decent charsheet: http://www.geocities.com/siliconvalley/ ... akhee.html
The first plot idea I have starts with everyone who happens to be riding on the same bus who become allies of circumstance. IF your character dies, you pick an NPC and they become your character until that plot is over.
Savage Worlds
Imagine the good parts of the D20 system with no classes or levels and with streamlined rules for faster play. The rules are cinematic and work best for pulp style games.
Free version of rules:
http://www.peginc.com/Downloads/SWEX/TD06.pdf
1. Never Trust anyone over 13. You're young gifted delinquents who noticed that all the adults are acting weirder than usual lately. After a couple of sessions, we could switch to veterans in a retirement home that has gone strange. Last couple of sessions, your favorite character from the pair agaisnt the big finale.
2. Shocking Revelations. Late 30s New York with monsters, mad scientists, and spies. An aging Tesla spins a wild tale, is he the hero or the villain?
Star Wars, sort of
I like the Star Wars universe but I cant' run anything in the time and place of the movies as they would be hanging over our heads the whole time. I've used an area of Wild Space before for a game - most of the same species and tech and such, no Empire or Rebellion. Space fleets and populations tend to be smaller so it's easier to conceive of ways that a handful of people could affect events.
I like the Saga rules but I'm not sure if anyone else has seen them. Kevin mentioned that he has pdfs of the D6 rules which I've run with but am rusty on.
1. Trouble at School. You're all young force users at a small new academy. Mysterious forces take interest. (the area has non-jedi force traditions as well as bits of Jedi - similar rules but different flavor text.)
2. Delton's run: There is an annual light freighter race across several star systems. In addition to speed, you get bonuses for cargo and passengers delivered. You pick from a pool of cargos, passengers, and destinations to weigh risks, payoffs. (I can't remember how much ship design there is in D6, this would work best if you guys make decisions on the ship, decidign on engines, maneuverability, weapons, and cargo space.)
I know that's a bunch to think about. Let me know what looks great, ok, and what you just wouldn't want to play. Hopefully, that will narrow the field.
I've thought of other rules light fantasy games but I'm not sure if it's worth it as we're already use to Basic Fantasy and light games tend to be similar. If you want me to list options, let me know.
Other Best Island Games
These would require no new rules and not much new info to get going.
1. You're all part of the same Newzan noble House. You may or may not be actually related as a house includes everyone employed or owned by the family and can be thousands of people. You're moderately high up in the house: nephews of the head of the House, bodyguards, assassins, wizards, and the like. The house is involved with a shadow war and is about to make a bold maneuver that will win the war if they pull it off.
2. You're mercenaries employed by the adventurer's union. You're racing into The Crack to get an artifact before the Serpent Men can get to it.
Other Basic Fantasy
We can take the same rules and do something totally different.
1. Playthings of the Gods. You are high level adventures in a pocket plane as pawns of gods, playing strange games for unknown stakes.
2. Peculier Cases - low magic historic fantasy. You're agents of the king and archbishop of York in 1190's England solving crimes while half the nobility are away on crusade.
Call of Cthulhu
I have both BRP(original) and D20 rules but the BRP are probably easier to pickup. The ability stats are very similar to D&D with percentile skills. It works best if you don't know too much about the mythos and I don't go much by what's written anyway. Compared to some, I'm rather lenient but the casualty rate is fairly high and there is a good chance that some of you will die.
All you need to as a player are the quickstart rules, which are here: http://www.chaosium.com/article.php?story_id=87 (pages 6-11 is all you need to read).
There is chargen software here that is easy to use and prints out a decent charsheet: http://www.geocities.com/siliconvalley/ ... akhee.html
The first plot idea I have starts with everyone who happens to be riding on the same bus who become allies of circumstance. IF your character dies, you pick an NPC and they become your character until that plot is over.
Savage Worlds
Imagine the good parts of the D20 system with no classes or levels and with streamlined rules for faster play. The rules are cinematic and work best for pulp style games.
Free version of rules:
http://www.peginc.com/Downloads/SWEX/TD06.pdf
1. Never Trust anyone over 13. You're young gifted delinquents who noticed that all the adults are acting weirder than usual lately. After a couple of sessions, we could switch to veterans in a retirement home that has gone strange. Last couple of sessions, your favorite character from the pair agaisnt the big finale.
2. Shocking Revelations. Late 30s New York with monsters, mad scientists, and spies. An aging Tesla spins a wild tale, is he the hero or the villain?
Star Wars, sort of
I like the Star Wars universe but I cant' run anything in the time and place of the movies as they would be hanging over our heads the whole time. I've used an area of Wild Space before for a game - most of the same species and tech and such, no Empire or Rebellion. Space fleets and populations tend to be smaller so it's easier to conceive of ways that a handful of people could affect events.
I like the Saga rules but I'm not sure if anyone else has seen them. Kevin mentioned that he has pdfs of the D6 rules which I've run with but am rusty on.
1. Trouble at School. You're all young force users at a small new academy. Mysterious forces take interest. (the area has non-jedi force traditions as well as bits of Jedi - similar rules but different flavor text.)
2. Delton's run: There is an annual light freighter race across several star systems. In addition to speed, you get bonuses for cargo and passengers delivered. You pick from a pool of cargos, passengers, and destinations to weigh risks, payoffs. (I can't remember how much ship design there is in D6, this would work best if you guys make decisions on the ship, decidign on engines, maneuverability, weapons, and cargo space.)
I know that's a bunch to think about. Let me know what looks great, ok, and what you just wouldn't want to play. Hopefully, that will narrow the field.