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Old 07-04-2006, 10:05 PM   #1
whswhs
 
Join Date: Jun 2005
Location: Lawrence, KS
Default Sample prospectus

On the "Real-world religions in rpgs" thread, cadia asked if I would post a sample prospectus. Here is the last one I circulated. I'm putting it on a new thread because it's kinda long . . .

There are 10 proposals. You have a total of 20 points to bid for the proposals you want. Bids can be zero or any positive integer up to 20. If you bid zero, I won't assign you to that campaign, even if it means you don't play at all; so don't bid zero unless you really mean it. If you think a campaign is better than not playing for a couple of years, bid at least one point on it. I expect to run two campaigns, so it's perfectly safe to bid zero on one proposal; doing it on two or more is taking a chance. If you like everything equally, bid 2 points on everything.

I’ll pick out campaigns to run that a lot of people rate highly. I’ll try to produce a set in which everyone can be in one of their favorites. If several different sets are close together, I may not pick the flat out highest total scores, but consider intangible factors such as an interesting variety of things to run. But I won’t run something that not much of anyone likes and cram people into it anyway.

If there are people you’d rather not game with, let me know when you turn in your questionnaire.

Here are the campaign ideas, with brief descriptions:

___Beyond the Mountains of Madness: A new expedition goes to Antarctica, following up the ill-fated Miskatonic University expedition. Emphasis on investigation and character interaction. Rules system: Call of Cthulhu.

___Boca del Infierno: In the days when Spain ruled Alta California, a Slayer and her companions battle demons, vampires, and other mysterious horrors. Lots of combat, and lots of supernatural elements, with emphasis more on narrative than on mechanics. Rules system: Buffy the Vampire Slayer.

___Dying Mars: On the ancient, dying planet Mars, scientist-priests keep alive memories of advanced technology and city-states struggle for power. Play will tend to be cinematic, with a mixture of archaic weapons and superscience in combat. Rules system: GURPS.

___Heartland: During the era of Prohibition, the United States sees a secret war between two factions: the Mafia, covertly allied with the Roman Catholic Church, and the vampire-dominated nativists of the Ku Klux Klan. Player characters will be anti-vampire agents of the Mafia. High combat with lots of blood shed, in more senses than one. Rules system: GURPS, Big Eyes Small Mouth, or Buffy the Vampire Slayer.

___Manse: A huge, ancient building in a vast wasteland is occupied by several groups of people, some with unusual abilities. Play will focus on factional conflicts, schemes, and the uncovering of ancient secrets. Each player will have characters from different social strata within the household and the attached village, using a form of “troupe-style play.” Emphasis on intrigue and mysteries. Rules system: World of Darkness, Big Eyes Small Mouth, or Fudge.

___Mentat: Immediately after World War II, but with a historical divergence: effective mind-control drugs were developed before and during the war, making possible most of the effects attributed to hypnosis, telepathy, and brainwashing in popular fiction. Induced autism drugs made digital computers unnecessary for codebreaking and no one has them. Can the United States use this technology to preserve world freedom, or will it be corrupted by the use of these methods? And how long can they be kept secret, or is the secret already out? Agents of the United States’s most secret organization confront these issues. Rules system: GURPS.

___Second Dawn: In a world of the mythic past, members of the Solar Exalted are reborn and need to use their godlike powers to struggle against the rule of the Dragon-Blooded, who murdered their previous incarnations. Play will be cinematic, with superhuman powers and amazing feats. Rules system: Exalted.

___Sovereignty: Set in the present-day world, but with superhuman beings, including some powerful enough to wage war against a major nation. Since these beings have been around and openly recognized for decades, international law has evolved to take them into account, and the major powers have military forces able to do something about them, or reliable alliances with other superhumans. Player characters will be a voluntary superhuman force devoted to policing the superhuman community by restraining its rogue members. Play will emphasize both combat and legal issues. Rules system: Fudge.

___Whispers: At the end of the 21st century, agents of a small private investigative agency deal with informational crimes, from old-fashioned copyright violation and identity theft to unlicensed cloning, nanosocialist sabotage, and mind piracy. Setting will be technologically advanced, with most of the solar system colonized or explored. Characters may be humans, enhanced humans, uplifted animals, or artificial intelligences in robotic or biological shells. Play will be realistic with limited but deadly combat. Rules system: Transhuman Space ("powered by GURPS").

___Xenophobia: Humanity has gone to the stars, encountered new life and new civilizations, and set up trade with some of them—but it’s neither easy nor safe. Aliens in this setting are really alien. At one of the main ports, the personnel of a special agency work to facilitate trade, resolve conflicts, and limit humanity’s exposure to unknown dangers. Characters will be human but may have unusual abilities. Play will be realistic, with emphasis on mysteries and negotiations. Rules system: GURPS.
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