Some thoughts on the RPG campaigns that I want to run in
the future. But first
a quick look at my first two real campaigns. The BattleTech campaign I
started
because I wanted to play BattleTech. It was also a chance to run a
full-length
campaign in a timeslot with few players (and less pressure). It gave me
the
excuse for creating a web site and to implement my own quirky campaign
concepts such as player-character continuity.
The Star Trek campaign implements my theory of running a game to a
larger
group of players. GM controlled, arbitrary rulings, going for effect
rather
than realism, are all elements of my style, such as it is. The
intention for
this campaign was also an opportunity to write stories based on the
adventures
that I ran. I also introduced GM-controlled character sheets and a more
obvious episodic format than what we've had before. I don't actually
think
my style is better than others, but it's better for me.
After Star Trek I'll probably take a break to write the Star Trek
stories.
Meanwhile someone else can run a game. My next planned campaign will be
DC
Heroes, a superhero RPG published by Mayfair Games. I have like every
module
and supplement for the game, so plenty of material. It's a quirky
exponential-
based system where being one better in a characteristic means you're
about
twice as good.
It'll be a short campaign, styled after a comic book 12-issue
maxi-series.
Two reasons why I want to run it. I like superhero games and I've never
played
one with this group, and I don't think my guys think it's a good genre
so I
want to prove them wrong. Once again it'll be very GM-controlled and
I'll
increase that control by making the characters for the players, based
on their
vision. Mostly this should solve the "find the loopholes to make a
munchkin
character" that is a big problem in every superhero game and one that
even
our group has trouble not doing. I'm not sure what the overall plot is
going
to be yet.
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After that I want to get back to BattleTech, using third
edition Mechwarrior
rules. This one may be harder to pull off since Shannon and Pickering
deal
badly with the boardgame aspects. So I'm thinking of making the
characters
special-ops agents for the Near Earth Defense Association, which they
founded
at the end of the last campaign. It'll be set right after the War of
3039,
some ten years after the last campaign. Mostly off-mech action with the
occassional mech fight to break things up. This one will probably be
similarly
paced to the last campaign. One month passes every real week and
running for
a few years game time. A chance to see how the old characters are doing
ten
years down the road.
After the second BattleTech campaign, another Star Trek campaign. This
time
using the FASA rules and set in the TOS era. More gunfights and general
mayhem
than the current Star Trek campaign. FASA uses a percentile system and
has a
better starship combat model, which I'm sure we'll use at least once.
Mostly
I want to run this one because I have almost all the FASATrek material
and
it's yet another RPG system to run. And I like Star Trek.
After that (yeah, I'm getting way ahead now; I doubt I'll stick to this
plan
since it'll take a decade to do), another superhero RPG. This time
using the
Hero System, which I have most of the old books for, not much of the
newer
stuff put out in the last five years. It'll give me a reason to catch
up on
my Hero collection and it'll be yet another RPG system that's
substantially
different than anything we've done before.
After that I sort of run out of game systems that I own. I'm thinking
of
doing short GURPS campaigns. A half dozen or so adventures each with a
wide
variety of stories. Obviously Car Wars and Traveller will be two
settings as
they have multiple GURPS books. But other intriguing settings are the
various
worlds I've been reading: Witch World, Humanx, Wild Cards, War Against
the
Chtorr, etc. Or maybe it'll be time for a third BattleTech campaign set
during
the Clan Invasion. Who knows, I am talking about a decade into the
future, and
the closest thing to a long-term plan that I've ever come up with.
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