And on a related note, I was in the bookstore a couple days ago, flipping through RPG books and settings. Though I was intrigued by a few setting images, I realized that I really could fit some of these into my existing worlds. For example, there's the whole "jungle filled with vine-covered temple ruins where savage lizardmen worship dark gods yet lost laser guns can still be found" milieu. I realized such a planet could easily be placed in a Warhammer 40k universe (along with a separate Shadowrun-like hive city planet, etc.). Similarly, such a jungle (sans laser guns, perhaps; though with Magic Missile wands available) already exists in the extreme south of Tellure. So I don't need to build a whole new campaign to run an adventure or two in these worlds.
So, with these two insights in mind, I'm figuring out which of my many threads are important enough to keep open, and which should be shelved for now.
Rule systems [OPEN]
• z20/d20houseThese two are merging somewhat, as z20 becomes complex enough to support d20 PCs. In short, I can run z20 rules as DM while players are still working in d20. The core of z20 is pretty close to done, though. That's good! And I'd like the combat system--particularly possible actions in combat, etc--to (mostly) mirror Zludge Prime. It's already close, so that should reduce duplicated work between these two threads.
• Dark Heresy/Zludge Prime
I'm converting DH a bit, and using it as the basis of what I want Zludge Prime to be. I need to decide if I want to play it with its own d% mechanic for a while, or some QAGS-like variant, or straight Zludge 2dF. But this should eventually become my heavy-weight simulation-gaming system.
• QAGS
I just downloaded the QAGS quick-start last month and it seems pretty cool. I'd like to play around with it a bit (as is only; no tweaks for now!) with a few one-offs adventures.
• Mythic/Dynamo
Along with one-off games, I'd like to explore this way of generating stories on the fly.
Rule systems [CLOSED]
• HuffyThis primarily means finishing the narrative-based combat system I've started. But I also need to figure out how exactly Huffy varies from Fluffy.
• Fluffy
This too needs to be clarified.
• Zludge
Zludge Prime, Fluffy, Huffy, (and even z20 to some extent), distilled into modular rules and a collection of GM tools. Is this still worth doing?
• System reading backlog
I have a number of free and quick-start PDFs downloaded, nearly all gaming/simulationist in nature. Most of these boil down to essentially the same thing: a collection of attributes/skills/feats to define PCs, a die mechanic, and a list of combat moves. In the process of clarifying Zludge (above), it'd be good to skim through these for more comparisons and ideas to filch.
Campaigns [OPEN]
• OmriS.'s line. Decent testing ground for z20.
• Dragonwars
B.'s line. The place for d20house (though it may become more z20 behind the screen).
• Tellurian Tales
My original, primary line. I'd like to get back to some solo play on this again. It's been way too long... Should perhaps be a d20 PC test-bed for z20, with a focus on story. (Now that I've got the d20 rules down, I'm finding solo combat to be rather tedious...)
• (Warhammer 40k)
This is my own tweak/compilation of Dark Heresy and Rogue Trader. The story has only be slightly sketched so far, so more notes, sketches, or even testing solo one-offs would be good. (However, real play should not start until after the dissertation or one of the other campaign threads closes!)
• (One-offs)
If they truly are one-session games... (but see below).
Campaigns [CLOSED]
• Interludes & Ailithorn & (solo Planescape)Shelve these solo Tellurian strains for now. The Planescape Gith monk thing is meant to be preparation for Dragonwars after the end of RHoD, but that'll be months yet, so don't worry about it now.
• Columbia: Fantasy in the New World
This started as a "D&D western" idea, but has expanded to include Carribean pirates, lost Atlanteans, and dark jungle ruins in the jungles of South America. But, as mentioned, versions of these things could captured in my other settings (at least for now).
• Squirrel Attack! & Mouse Guard
I'd like a little anthropomorphic animal action, but I should leave this be for now. The official Mouse Guard RPG looks really good (and a little more narrativist than I'm used to), and so I wouldn't mind reading/owning it at some point though.
• DRYH
I enjoy this system, and have a few ideas on more insomniac stories, as well as other forms of madness (including something along the line of JAGS's Wonderland). But these will keep until after I finish my dissertation...
• God's Dogs
Except for the one adventure I already have prepared for B., this is too similiar to Dark Heresy to have a separate campaign (especially right now).
• Heavy Metal Atomic Wasteland
Nothing planned in this at the moment anyway.
• Tor-Lomlin
I think B. needs to take the lead on this one before it'll move ahead.
• (As-yet-unforeseen world ideas)
My one-offs rarely stay that way, but tend to become full campaign worlds instead. Beware those! Jot the ideas down, but don't spend more than one writing session on them.
Well, with all that in black-and-white, it seems pretty clear: focus on playing my main/oldest 3 D&D lines. To that end, tweak z20 as necessary. In preparation for the future, play around with Zludge Prime and Warhammer 40k. For lighter gaming, try QAGS and Mythic in some one-offs. Other ideas--whether rules or worlds--should be jotted down for future exploration and expansion, but no new lines should be started for now.
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