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Thread: Campaigns you'd love to run or play

  1. #1
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    May 2007
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    Post Campaigns you'd love to run or play

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    I've been running Vampire: the Masquerade in the same setting off and on for the last nine years, occasionally diverging to Star Wars, Rifts, D&D (Eberron), and SpyCraft. I tried to pick up Vampire again recently, and couldn't really get into the swing of things. I'm not sure if I'm all GMed out, or if I just need to find the right thing to inspire.

    Along those lines, I started combing through all my notes for half-conceived, or half-executed campaigns from days past, and I found some pretty good ideas, if I do say so myself. I'll post a few here, and I invite everyone to post their ideas for a campaign that they'd like to play in or run.

  2. #2
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    May 2007
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    d20 Future: Pitch Black
    Campaign Length: An indefinite number of episodes, each culminating with the heroes reaching their goal again.
    Setting: The galaxy abroad
    Era: Any
    Plot: A prison ship gets lost in light speed and crash-lands on a small jungle planet. The characters must make due until they can signal for help. Many of the ship’s crew and prisoners are dead and the ship is crippled. Eventually the characters make their way to an ancient temple built by a centuries-extinct race. The temple is fraught with perils but in the central chamber the characters each experience the most pure form of bliss that they’ve ever known. Each character is then transported to the place in the universe that they call home. The characters feel an imperative to reconnect and piece together clues in order to track down the temple and once again experience that bliss. When they do find it again they are again sent back and have no knowledge of the planet’s location. The pleasure felt, however, diminishes whenever another person passes through the temple so other survivors (NPCs) seek to kill any competitors.
    Themes & Mood: Adventure, ancient mysteries, redemption.
    Player Characters: A sector marshal escort and a rogue psion prisoner. Prison guards, pilots, and convicts.
    Allies: Other pilgrims from the temple including a theologian studying the phenomenon.
    Opposition: Other pilgrims from the temple, crime lords, and other interested parties. A pilgrim who seeks to destroy the temple so that he may be free of its compulsion and finally die.
    Story Notes:
    Notes: The temple kills the bodies of those it transports and sends their souls home, creating new immortal bodies (they will discover their own bodies when they return). There are other wanderers that are searching for the temple and the temple's original builders still haunt the galaxy, ageless.

  3. #3
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    May 2007
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    Freak Legion: The MacGuffin
    Campaign Length: Episodic.
    Setting: various
    Era: present
    Plot: Pentex sends a first team to recover something from some place secure.


    Player Characters: Twinked-out fomori, members of the Retrievers first team.


    Opposition: Any and all civilized folk
    Story Notes: Missions:
    Baltimore: The team is sent to take the hand of a powerful vampire who broke a deal with Pentex.
    Las Vegas: The team is sent to recover an item from the safe of a Syndicate operative working out of the Luxor.
    Los Angeles: The team is sent to recover a Pentex operative working as an informant for the police inside a prominent street gang.
    New York: The team is sent to kidnap a prominent socialite and deliver her to a boat off of Long Island Sound.

  4. #4
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    Mage: Homecomin’ Time
    Campaign Length: Four to eight episodes
    Setting: The American south.
    Era: Present.
    Plot: The refugees of a fallen infernal cult make a cross-country trip to return to the resting place of their demonic master after receiving letters simply reading “Homecomin’ Time”.

    Player Characters: Redneck nephandi.

  5. #5
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    May 2007
    Location
    Halethorpe
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    28
    Rifts: Slaver’s Bay
    Campaign Length: Three extended acts. An indefinite number of episodes per act.
    Setting: Rifts Earth, Atlantis and surrounding areas.
    Era: Coalition era.
    Plot: The Splugorth raided and enslaved a small village on the east coast of North America. Several adolescents survived and they pledged a pact of vengeance, that they would return to the ruins of their town ten years hence and exact their vengeance on Splynn.

  6. #6
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    May 2007
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    Halethorpe
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    SpyCraft: The Group
    Campaign Length
    : Multiple story arcs, each focused on a different city.
    Setting:
    potential feral cities worldwide (see http://findarticles.com/p/articles/m...6/ai_110458726).
    Era:
    five years in the future
    Plot
    : A mysterious potentate recruits a team to carry out operations in various cities around the world. The goal is to make these cities feral. This is done as part of a competition between godlike billionaires and the operatives of other players will try to undermine the team’s efforts.

  7. #7
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    Star Wars: The Key of Anoth
    Campaign Length
    : Eight episodes.
    Setting:
    The Galactic Republic, various worlds
    Era:
    Rise of the Empire (Battle of Naboo period)
    Plot
    : The PCs stumble upon a strange relic of sand-smoothed glass. When touched, it emits a beam leading the characters to a second piece, which leads to a third, and so on. To recover the pieces, the heroes will travel the galaxy and barter for or steal all eight pieces. The pieces, when assembled meld with and transform the PCs’ ship, taking them to Anoth. At Anoth, the key/ship creates a energy field which opens a hyperspace gateway, releasing the Legion of Anoth, an massive droid army created 60,000 years ago by the Anoth Supremacy to destroy all life in the galaxy.

  8. #8
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    Star Wars: Spoils of War
    Campaign Length: An indefinite number of episodes, one planet per episode.
    Setting: The newly conquered Sith Empire.
    Era: Aftermath of the Great Hyperspace War (5,000 years before the Galactic Empire)
    Plot: After the Great Hyperspace War the Republic hires several teams of surveyors to chart the newly-conquered space and asses each system’s value in terms of technology, resources, scholarship, and culture.
    Themes & Mood: Exploration, discovery, and revelation. Unwanted and impotent saviors.
    Player Characters: First-level characters. Diplomat (Noble, Scoundrel, or Jedi Consular), Environmental & Equipment Specialist/Medic/Co-Pilot (Scout or Tech Specialist), Useful Refugee recruited in first mission (racial Sith or other Fringer or Scoundrel), Cartographer/Surveyor (Scout, Tech Specialist, or Jedi Scholar), Pilot (Scout, Scoundrel, or Soldier), Guide/Translator (Arkanian, racial Sith or other Noble, Scoundrel, Scout, or Soldier).
    Allies: The Republic 612th fleet.
    Opposition: Sith insurgents, uncooperative natives, plague, famine, politicians on Coruscant.
    Story Notes:
    Notes: Each Jedi trains at a separate, and disparate, school with a unique master and, subsequently, has a different philosophy regarding the Force.

  9. #9
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    May 2007
    Location
    Halethorpe
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    Dark Ages Vampire: Any Way the Wind Blows
    Campaign Length: Multiple story arcs.
    Setting: Welsh town of Aberwyvern.
    Era: Late 12th to early 13th century.
    Plot: A close-knit community of ancillae defends their little patch of land from those that would take it.
    Themes & Mood: Accomplishment. Ownership. Responsibility. Close-knit and insular community of Cainites. Long-term plans and power plays. The War of Princes as a backdrop.
    Player Characters: Close-knit Ancilla ruling and protecting the town from interlopers. A Prince, Sheriff, Scourge, and elders. Possibly a mage or changeling.
    Opposition: Setites, Tremere

  10. #10
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    May 2007
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    Vampire: Bad Moon Rising
    Campaign Length: Multiple story arcs.
    Setting: Small bayou village in the American south.
    Era: present
    Plot: The Deliverance hillbillies of the World of Darkness keep interlopers off their land.
    Themes & Mood: Squalor, insularity (reclusive xenophobia),
    Player Characters: One Tzimisce neonate, Bratovich revenants.
    Allies: Each other
    Opposition: Presumptuous nomadic Sabbat packs, Camarilla scouts, lupines, the encroachment of the modern world

  11. #11
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    Vampire: Our Gang
    Campaign Length: Multiple story arcs.
    Setting: Baltimore, Maryland or any decaying urban area
    Era: present
    Plot: Entire pack, other than priest, killed in battle with Camarilla. PCs left with little guidance and a territory to defend from other packs and the Camarilla. A pack battle standard or proud name maintained by PCs, constantly threatened by other packs as a symbol of the PCs’ unworthiness.
    Themes & Mood: Desperation, confusion, and urban decay. Solidarity and isolation in a crowd.
    Player Characters: Lasombra shovelhead fledglings. Close friends embraced for a battle with Camarilla scouts.
    Allies: Craven pack priest.
    Opposition: Established packs who don’t view the PCs as True Sabbat. Conniving bishop. Ignorant Archbishops.

  12. #12
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    Vampire: The Tribe
    Campaign Length: Three extended acts.
    Setting: The lands of Nod, the Second City of Caine
    Era: The antediluvian age
    Plot: Methuselahs embraced to hunt and destroy the Baali plague upon the lands of Nod.
    Themes & Mood: Genesis, primordial world, depravity, disease, filth, the power of names.
    Player Characters: Methuselahs embraced specifically to eradicate the burgeoning threat of the Baali city of Ashur to the west of the City.
    Allies: Sires: the Antedeluvians
    Opposition: The Tribe (Baali): Moloch, Nergal, the Other. Earthbound demons, moonbeasts (oldest of them all), mortal magi (like unto gods in their own territory),

  13. #13
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    Vampire the Masquerade: The Pact
    Campaign Length: One extended story arc.
    Setting: An old-world metropolis.
    Era: present
    Plot: Several elders, wronged by an ancient centuries ago, swore a pact of vengeance, that they would each make their way in the world and return to the city of their betrayal to exact brutal revenge on the ancient and his childer.
    Themes & Mood: An underdog story, justice being served.
    Player Characters: Elder kindred with well-established power bases
    Allies: Each other
    Opposition: The ancient, his childer, and minions.

  14. #14
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    Oct 2006
    Location
    Altavista
    Age
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    700
    Tri-stat The Maelstrom Cometh
    Campaign Length: An indefinite number of chapters.

    Setting:
    Earth

    Era:
    Next Year & a day

    Plot:
    Genetically Engingeered Cyborg Galactic Destroyers called The Maelstrom come to Earth to kick our ass to prove their religious philosophy of self-superiority.

    Themes & Mood: Hard, Bleak Epiphany that super heroing is a suck job.

    Player Characters: super powered folk from both sides of the hero/villain divide.

    Allies: Pretty much all of Earth's population, plus a few extraterrestrials already living on the planet.

    Opposition:
    The Maelstrom, but that's enough. Individual Maelstrommers are made using about the same points (if not more) as the PC's, and there are millions of the Maelstrom. It's a long, long dirty fight that the Earth is in for.

  15. #15
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    Dec 2006
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    [post moved]
    Last edited by Ed Zachary; Tuesday 05-29-2007 at 12:00 AM.

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