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CALLING ALL GMS AND WRITERS

Do you have ideas, but no opportunity to flesh them out? Want to see something in a game, but not sure how to make a campaign around it? Come on in and post your plot hooks and campaign seeds. Specify a system if you like, or leave it open ended.
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To kick things off, here are a few fairly derivative Call of Cthulhu/Delta Green hooks.

THE COVER UP- The players work for a federal law enforcement agency leading a raid on a mansion for (insert reason, only marginally relevant). Inside, the players find inhuman creatures and strange artifacts. They're debriefed by agents from the NSA/FBI/DG/M7/whoever, where it's revealed that their agency has known about what they'd find in there for years. Now the players are faced with shutting down an occult ring while facing resistance from federal agents who would rather keep it a secret.

THE SMILER- An up-and-coming young man is running for a major city position. He's charismatic, ambitious, and a shoe-in for the election. He's also a ringer for a band of cultists who are set on manipulating the local government to allow them to carry out (whatever it is they do). It falls to the players to quietly take him out of the race.

AFGHAN DUNGEON CRAWL- An army patrol in Afghanistan comes across an ancient ruin. The players are called in to investigate whether it's just an old bronze-age dwelling, or whether it's meant to hide something more sinister (spoiler- it's the second one).

EXOTIC IMPORTS- A strange new drug is sweeping through a port town, and with it comes a new, unsavory underclass. The players find themselves crossing paths with the new dealers, and find that the new designer drug may not be of earthly origin, and its peddlers may not be entirely human.

THE CLEANERS- A band of locals working together has managed to bring down a cult of the old gods (gee, who would've guessed?). The players are tasked with finishing what they started- namely, finding the remaining ringleaders and taking care of them before they can regroup and gather a new following.
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Some kind of boss encounter in an amphitheatre.
There's a crazy preacher man randomly throwing blasts of fire out at the seating, too engrossed in a litany of hate to see the party until they're a good ways in.
There's a crowd of oblivious worshipers that don't pay the pcs any mind until the preacher man starts pointing them out as unclean.
Where the fire strikes the congregation, it warps and mutates them.
Problems: Can't do it in DH, because he'll just get sniped a lot. Can't do it in old west game because the party will just burn it to the ground. Tried to do it in a dnd game, but the party's response, as one, was to turn around and leave and pretend they were never there (their usual response to anything that doesn't run at them with arms tied behind back and apple in mouth).
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>>25078511
Mang where were you 6 hours ago when this thing was saging out?

http://archive.foolz.us/tg/thread/25072140/#25072140

Reposting for the lazy.

>It's twilight already as the old man trudges up the hill. He always comes on this day, rain, snow, or hail. But the trip is getting harder. About his person he carries a myriad of things. A canteen, a stuffed rabbit, a bundle of joss paper, some matches. As he reaches the site he slowly unloads his belongings. He pays no heed to the small girl sitting in the headstone. Soon enough the flames are spreading and licking at the paper, which duly begins to blacken and curl. He sits and watches impassively, the fire reflecting in his eyes as he conjures some distant memory. In the heat of the fire a single note is carried skywards. It twists and burns in the wind as the flames consume it. Just as the blackened paper is about to be reduced to flecks of ash and smoke the girl extends her arm, and watches as it gently reforms in her hand. She turns the curious slip in her grasp, it's gentle glow illuminating the night around her, before pocketing it. The girl hesitates for just a moment before turning and walking away. After all, the night is young and there are many graves left to visit

Help me based /tg/. I'm working on making an afterlife setting where human memory is the primary currency. Ghosts "eat" it to survive but also trade it amongst themselves. I really like the idea but I've run up against a wall on how to flesh it out.

What societal imperatives would spring up around this kind of world?
What happens to ghosts who starve?
What other commodities might exist in this world? The idea of a Bangsian trading sim tickles my fancy, but I see it being hard to work out.
How do humans interact with ghosts (they can't much)? How about other supernatural beings?
What other awesome ideas have I totally missed?
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>>25078511
This is just a way to steal ideas, isn't it?
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>>25079619

I got ideas, I'm just groupless.
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Straight from my (unedited) idea file...

NWoD. One Shot. The players are all named in a will as being the inheritors of a haunted mansion... provided they are brave enough to stay the night. People start to get hurt as strange things come afoot. The story turns into a revenge tale when it is revealed that the person who left the will is not dead at all and has lured the player characters (each of whom he secretly hates) to his mansion death-trap so he can exact revenge on them in a grim and grisly manner. Double Twist! The mansion is haunted after all, but the 'dead' owner doesn't realize it. When confronted he will be at a loss to explain several legitimately supernatural occurences. Triple Twist! The player characters are all ghosts and have, in fact, been dead the whole time. They rise up each night and re-enact the night of their murder at the hands of the grim death traps until they can finally break out of the cycle and find peace.

Campaign. System unknown (CoC?). The party are a group of elizebethan british lords attending a fancy dress party when suddenly a zombie uprising crashes the party. The party must fight to escape, then deal with the fact that, being lords, it is up to them to organize and retake england from the horrors of the roaming dead. thrust from their life of elegant foppery, the characters will have to choose between attempting to maintain the 'proper' british way, or devolve into potential savagery in the name of survival at any costs. Surprise twist: with the death of the queen and most of buckingham, one of the players may find that themselves precariousl?y close to being king. Of course, several others might feel that their claims are more legitimate.? Double twist: zombies aren't the only problem. Werewolves roam the woods once more and strange noises can be heard in the night. Triple twist: entire party is draculas?
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>>25079803
Cont..

For bonus GM points, mislead the players into thinking they'll be playing a game of elezibethan politics. Have them roll of characters under that assumption. Run a full session of it if necessary. then BAM! zombie time. The players (as their characters would) will then see the zombies as a divergence from business as usually, and will treat them as such, rather then going out chainsaws-a?-blazing, as they would if they were expecting a zombie game.

Nwod. Campaign. Changeling the lost. It is December 21st, 1935. Snow falls in New York after what has been the hardest year of the great depression. The freehold of new york is all but gone, with only a ragtag team surviving a year of harsh fae raids. It has been a devestating year for everyone, but as the snow falls, for a moment, the world is made beautiful once more. Unfortunately, the snow never stops. after months of constant snowfall, the city of new york is a shell of its former self. All communicati?on with the outside world has been lost and the dead outnumber the living. What little food can be gathered, scrapped together or stolen is a commodity more precious than gold. Survivors huddle together for warmth in the now abandoned corners of sky scrapers. The snow piles several stories deep, burying the streets below. The characters must find a way to eke out survival in this harsh and violent land of ice. Working as a team their powers might be able to hold back the threat of certain death. But as spring approaches, the snow shows no sign of stopping... It is up the characters to find the cause of this eternal winter and put right what has gone oh so wrong. Surprise Twist: It's not just new york that's being burried in snow. it's the entire world. all at once. double twist: strange and unearthly things are rumored to roam the howling snows at night. tripple twist: the other WoD templates are up and about and they are none to happy with what is going on.
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>>25079848

Campaign. System unknown. Setting futuristic, but not too much so. The party awakens to realize that they are all the self-aware fragments of an Artificial Intelligence. Furthermore, they are all inside of various electronics in a research lab currently being raided after what appears to be a giant explosion destroying most of the building.. This grants them limited mobility and they must struggle to find eachother and escape the facility. once out the party has to find bodies and means of interacting with the outside world if they hope to survive. Despite being AIs, their abilities to do computery things like hacking are limited by psychological barriers that they can choose to work around, but at the cost of their 'humanity' and personality vibrancy. The party must avoid being hunted down by mysterious forces as they find out who they are, what they are, and how they came to being, ultimately unraveling the secrets of their own existance and deciding the fate of AI research for ever after. Surprise Twist: The accident that created them was caused when the seed AI - the whole that they are fragments of - committed suicide rather than letting its creators carry out the plan they had for it. Double Twist: In order to achieve the 'good' ending, the whole party must agree to sacrifice everything they are in order to reform a new seed AI capable of being duplicated. Triple Twist: The party is not all the fragments of the AI. Some others escaped as well and have their own agendas.


Campaign. System unknown. Golden age of Piracy campaign with a twist: All landmasses are floating islands and all the piracy is sky piracy! The campaign focuses on bringing down the spanish treasure fleet and reshaping the face of the new world. Players will play the several political factions of the caribean against eachother, preying on trade routes and acting as both pirate and privateer depending on how the campaign goes. No twists on this one, it's pretty straight forward.
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>>25079803
>>25079848
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>>25079866
RPG idea a day. Feb 11. Oneshot, Mouseguard??. The party is a team of animals at a pet shop who must band together to stop the mall's new night security officer, who is corrupt and steals from the stores. everything though is clouded in the language of myth and story, such that the animals believe they are on a grand crusade to save the world. Kinda like Brave Little Toaster, but with a pet shop.

Campaign. Unknown system (WoD?). Group is only survivors of a boat wreck and find themselves stranded on a tropical island. After forced to survive and establish themselves on the island, they begin to realize that they are not alone on the island. horrible monsters begin to plague the survivors in the night, forcing them to start thinking more defensivly. Eventually the survivors are forced to either find a way to flee the island across dangerous, stormy seas or drudge their way to the heart of the island to encounter the source of the monsters and put an end to it for good.
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I think my next game, Exelion, is going to be 8 episodes long instead of 6-7 like I originally planned, which is good for everyone. Plotwise I think I'm good, I'm more concerned about making sure everything in it is internally balanced. That number crunching is giving me a headache.
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>>25079922
Campaign. System unknown (cyberpunk??) Party is awoken in sprawling cyberpunk hellscape to participate in cruel experiments at the whims of a mad AI. escaping the experiments?, the party finds out that they are the latest in a long line of clones regularilly decanted by the AI and tortured as part of some revenge against mankind. Some other clones have survived and eek out a maddening existance in the dystopian sprawl of wires and death. The party further finds out that they are not on earth, but that the AI is the central component in some kind of arc ship. Able to evade the AI and survive by virtue of the fact that the ships systems are so vast and complicated?, the team must find a way to put a stop to the mad AI once and for all and possibly save the human race. The AI, for best results, should be in the vein of SHODAN and AM, with a smidgen of GLADOS for flavor, but not too much or else you risk spoiling the mood. So basically I Have No Mouth and I Must Scream, set in a cross between Citadel Station and the Blame! Dyson sphere. actually Blame! is a pretty good inspiration for that. Perhaps some aspect of the AI has fragmented off and provides some subtle means of support. The funnest bit though is probably that any time the party interacts with other characters, those characters will all be clones of one of the party members, but like, with horrible mutations or robot limbs or something freaky. great twist: this has been going on for thousands of years and no clone has ever been able to fully break free and stop the AI. The players are literally there as part of a game the AI plays to amuse itself.
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>>25079944

One Shot. Mutants and Masterminds?. The players are all superhero versions of famous rock musicians. Using powers derived from their hits, they must fight against an evil alien menace that seeks to bring an end to all music, thus making humanity ripe to conquer. ooh, or, even better. They're fighting against a plot by the dark side of the rock, battling grunge and metal and the like. Final battle is a giant rock off. Player charactes include Elvis Presley, Michael Jackson, Freddie Mercury, and Jimi Hendrix. For maximum effect, it should play something like Dungeons and Discourse, but with music instead of philosophy.

(Valentines day game idea) Based on The Manga and Anime, The World God Only Knows, the players are hunting down demons who have escaped from hell and have taken up residence in the hearts of various individuals?. In order to retreive the demonic spirits the team (who are aslo demons, but the good kind, because japan) must work together to romance the individuals?, having them fall in love with a memeber of the team, and thus filling the person's heart with love and driving out the demon. Sessions would largely play like elaborate cons as the team researches their target and plays their cards right to introduce themselves into the preson's life and expedite the development of romantic feelings. Twist: another group of individuals?, who let the demons escape in the first place, are actively working against the team, but are being super subtle and the like.
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CoC
WWII. A German intelligence unit is believed to be using arcane knowledge to lay a trap for the Allied advance. All the major players in the unit will be attending a three-day at a French chateau. The players will be dropped behind enemy lines, where they will meet a local contact who will prepare them to infiltrate the meeting. Their objective is to find out who the occultists are, what they're planning, and how it can be stopped.

Dark Heresy/Rogue Trader
The players are brought on board an Imperial Navy cruiser bound for the outer reaches of the Expanse. As they near their destination, the Inquisition's liason on board informs them of their mission- a ship thought to be lost for decades has resurfed near the edge of the Expanse. It's broadcasting an SoS message and an image of a monolith floating through space. The monolith is an obelisk carved from black rock, large enough to dwarf a Battle Barge. What's more, something seems to be growing on the side of it.

No system

Passengers on a transport spacecraft wake from cryogenic sleep to find that the ship has been adrift for several years. There doesn't seem to be much hope of rescue, and the passengers are only waking up a few at a time. To make matters worse, some of the first to awake have turned cannibal.
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>>25080009

Campaign. All Flesh Must Be Eaten. In the rush to conquer the new world, the spanish brought technology and civilization to the aztec people. They also brought lots of death. Unfortunately for the spanish the aztecs in this setting don't stay dead. With the civilization crumbling, the aztech funerary rights, designed to prevent the dead from getting up and eating people, go neglected, resulting in a plague of zombies sweeping the streets. its not long before the plague spreads to the spanish dead and its not long before it finds its way back to european shores. faced with a budding zombie pandemic, the king of spain orders that a cadre of aztec warriors be assembled to show his men how to properly deal with these walking dead. the players are those aztec warriors. but with their civilizatio?n in ruin, will they choose to help their conquerers? or will they sabotage the efforts of the spanish forces, and lead an army of the dead across this new land?

Campaign. Fantasy system of choice. The players win a small, shared, noble title at a tournament. This gives them control over a small town and a small keep on a rather large island far at sea. Colonial efforts at this island have been constantly stymied by its native elven population. the party finds themselves at odds between the powe mad machination?s of the other nobles, who wish to exploit the island for all its worth, and the native elves, who are trying to drive the colonists from the land in order to protect a powerful and secret elemental conflux. the players must pick sides in the civil war between those colonists who have sided with the elves and those who havn't, since their land is exactly in the middle between the two and would make for a major tactical asset for either side! play would ideally blend exploration, politics, high adventure, and city building in roughly equal proportions.

Campaign. Modempunk teenagers in the extreme cinema-90s.

Break now. More later, if you'd like.
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>>25079803

>zombies
>werewolves
>triple twist: entire party is draculas?

Are you Chirstopher Hastings?
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>>25080075
No. Christopher Hitchens
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Between this thread and this one >>25076140, I'm really missing having a gaming group.
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Dark Heresy/Rogue Trader

The players are dropped, blindfolded, in the middle of the desert on a wasteland of a planet. A dataslate left with them tells them that they've been "hired" to look into the sabotage of a mining operation on the planet. Find out who and why, and they can have their debts erased.
While there, the party will encounter a miner uprising, roving bands of mad-max styled bandits, and an Ork biker clan.


The players are gathered and flown to a slum outside a hive city. Their job is to track down and kill a drug kingpin supplying a mutagenic drug to the Hive's underclass. After they're dropped off by flyer, though, the players discover the kingpin and his operation only take about 10 minutes to dismantle. Their ride is on assignment on the other side of the planet for several hours, and only one vehicle is driving on the road through the slum. It's being driven by an Eversor assassin on a mission to wipe out a noble family within the hive. Upon spotting the players, he rolls down his window and says two words.
"GET IN."
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>>25080320

>. Find out who and why, and they can have their debts erased.

Is there a lighthouse, a girl, a city?
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>>25080386

No, but there are motorcycles. Lots of them.
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>>25078680
Have a second wave of cultists start funneling in behind the party, such that they end up being pushed with the flow of the crowd into the area you want them to be. If they try to fight the mass of bodies, well, they just trigger the encounter a bit early.
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>>25078511

Campaign Name: "Cold as Hell"
System: Call of Cthulhu; slightly modified
(HP is double that of normal investigators because combat is a major part of campaign, despite being the opposite in most CoC campaigns)
Specifics
December 10th, 1954.
Joint Military Research Facility 46-Alpha has a new batch of military personal coming in - the players - for their last "tour"; a "cozy and quiet" station in the heart of Greenland, quite some distance from any civilized area. During their plane ride in, the aircraft begins to hit some unknown turbulence and tries to contact the Station. There is no response. The only thing the characters are told is "hold on; its going to get rough..."
The aircraft crashes and kills both pilots, leaving the characters relatively intact. They gather their gear (any before-discussed gear or just a standard equipment pack) and leave to trudge a few miles towards the landing station (the aircraft blowing up just as they leave for suspense). The weather conditions make it hard to see on foot.
They arrive at the landing station and find that somethings attacked it - immediately the characters will think that the Soviets attacked. They explore the small landing base and make their way into the "common room" where they hear the sound of a bone breaking from the restroom. Investigation leads them to a cubicle...and something out of hell itself (that luckily CAN be put down). After this encounter they start to hear noises and must escape into the underground transit tunnels that connect the landing station to the main base.
And thats when things start to get...complicated. Fighting off the hellish creatures, the players discover notes that lead them to understand the story behind what really happened; they also find a small group of survivors and manage to call for reinforcements to get the survivors (and the characters) out of there. But then the players find out that there is a way to stop what is happening...

cont.
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>>25080528

But it involves them entering the main research department and facing whatever horrors may still be lurking...

I did intend to have a "twist" ending where if they agree to return with their own side after "saving the day" then they get debriefed, interrogated, and eventually some harm befalls them.
OR
A Soviet evac team arrives with a Commissar, who informs the players that their Government has been "messing around" with what the Soviets call "Project Koschei"; and that if they want to live then they best accept the Commissar's offer of help.
And yes; the Soviet's do actually want to help the players.
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>>25080528
>>25080599

Might be good for Delta Green. I'm a fan of cold war stuff.
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>>25078705

>ghosts interacting with humans

They'd want memories, since that's their currency and their food. An NPC who acts as a benevolent spirit to the living might go out of their way to create an urban legend that goes around a local college - "Go to the corner of 5th and Gordon street at midnight if you have a broken heart, a spirit will ease your pain." Then the benevolent ghost steals a few memories of the relationship, leaves you with some of the good while taking the bad back for food and to use as currency.

Malevolent spirits, on the other hand, would hang around an old folks' home and eat their memories indiscriminately, driving their poor victims into early senility and making them paupers upon their death. A PC's goal could be to save innocents from this horrifying fate.

>ghosts who starve

Gradually become less human and more wraithlike? They lose time, can't focus, are hard to see even to other ghosts, can't interact with the living, eventually they just...fade away. Ghosts who've nearly starved and came back from it describe it as being lost in a fog.
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>>25080913

I wouldn't normally do this - but if you like the idea go ahead and use it.
Most of my original notes are handwritten, two years old, and are SOMEWHERE but the general idea is there.
However if you do use it - I demand to see the stories come up on /tg/. That is the condition.
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>>25080320

Did you have any plans for where to go past this? This sounds like it could be very fun, though I'm a poor DM myself and cant quite think of where exactly this would go
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>>25081415

Which one? The first one, I've got a little laid out. Second one is pretty wide-open.
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How do I do comedy?

I like to think of myself as a pretty humorous dude, but most of it is in snide references and snarky side stuff, rather than outright jokes. One of the things that my players have considered is an outright camp-campaign, because the setting I created is pretty light hearted. One problem I'm worried about though is that if I try outright humor I'll just force it too hard and fall on my face.
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>>25081503

I was intrigued more by the second, though let's hear what you have for the first
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The worlds surface has undergone complete desertification and the temperature is far too hot to sustain life Everyone currently living on the planet are doing so in massive self-sustaining machines, unfortunately a lot of the functionality is lost as the inhabitants have regressed into a bit of a Dark Age and have retrofitted broad sections into life-sustaining farms. The AI that once governed more menial tasks is now worshiped as a God even though it wont verify its status as much.

Some of course would rather plumb its depths for pre-catastrophe artifacts some with obvious ease-of-use intended and others that would have a use completely unknowable by most.

Later the PC's may learn that they actually live on an orbiting satellite that had independent colonies built on as observation and science stations and that their ancestors home world had all living life snuffed out by a catastrophe that now threatens what little left there is on the moon.

It's kind of a mash up of Logan's Run, Dark Sun and Phantasy Star 3.
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>>25082615
>living life

I'm tired, sorry for the shit read.
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>>25081240
>>25081608
Dust Bowl Fantasy. I just want it to be a thing, because it deserves to be a thing.
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>>25081758

First is someone interested in destabilizing the sector is feeding weapons to a bike clan called the Spades, who in turn are riling up the orks and generally making everyone's life hell. Less exciting to read about.

Like I said, not too many plans for the second, other than have the Eversor bully the party into helping him, then spend most of the campaign leaving them in the lurch. EG yelling at them to bail before ramming a roadblock and running off on his own, leaving the players alone with a flaming truck and a dozem dead Arbites scattered around them.
Of course, their handlers are very busy and can't take time away from the inquisitorial bureaucracy to order local law enforcement off them, and if they help the assassin, there may be fabulous prizes in store for them.
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>>25078705
http://en.wikipedia.org/wiki/Ghostwalk
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>>25080047
Where was I...

Ah yes...

System unknown. One shot. players are contestants in a running-man style competition?, where they have to survive and fight to the death against all kinds of strange and freakish murderers in order to survive and earn their freedom (plus fabulous prizes!). Players are rewarded for style and being as entertaining a contestant as possible.

One-shot or small adventure. The party is tasked by a group of oddball 'third-and-?fourth-noble?-sons' to escort them through a dangerous and treacherous mountain pass so that they may hunt the greatest game - Yetis! unfortunately none of them know the first thing about hunting yetis and their bumbling antics (remicent of real life sasquach hunters) makes them seem odd and crazy. The party bales the nobles out of more and more unlikely and unfortunate dangers until finally they have to rescue them from a white dragon who has made the mountain pass his home. surprise twist:the party doesn't realize it's a silver dragon at all until they confront it, because it prefers to do most of its stuff while using its shapechanging powers to take on the appearence of a yeti.

Short Campain.System unknown (traveler?) In the far off future, a water world hosts yearly 'around the world' races of the latest in nautical technologies from all across the universe. the players are the crew of a boat competing in this prestiguious 'anything goes' event. They have to find sponsors, ensure their boat is tricked out with all the best gear, and plan carefully before the race starts, because once it's underway it's a nonstop thrill ride of sabotage, enemy racers, and the bizarre weather and wildlife that plagues the planet. If the players play their cards right, they'll unveil a web of treachery and deception that could shake up the universe forever. And who knows, they might even win the race while they're at it. Think Red Line meets Speed Racer meets Waterworld. (Red Line x Speed Racer - great crossover? or greatest?)
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>>25086649
campaign. system unknown (pathfinder??) players are faculty of varying levels of seniority at a wizard school for wizards. they have to deal with the magical mischief and and mishaps of their student body while persuing their own studies and preparing lectures. also, the headmaster has gone full on sauromon and is using the school for his own dark deeds, and it's up to the players to figure out what's going on and put a stop to it.

Campaign. Pathfinder. Entire party is monks. Assembled from the various schools of martial arts, they must band together to fight a threat too great for any one school. The lost and powerful Black-Dragon-Style fighting stance has been rediscovered by a foul litch, and he's been using his evil magics to produce an army of zombie and skeletal black-belt ninjas. As representatives of the pure and noble schools the party must seek out the ways of the ancient golden-dragon-style school and learn to combat the evil that is infecting the land. but it will not be an easy task. No one even knows the location of the golden dragon style school, though rumor has it the lone monk who knows it is an eccentric and enigmatic teacher, fond of strange trials and odd teaching methods. twist: the guy is a dragon. campaign should play like cross between kung-fu flick and lord of the rings.

Pathfinder. Planescape setting. The party is a band of powerful individuals summoned from across the planes in order to serve as a pirate crew for an evil mastermind bent on conquering the high 'seas' of the fire elemental plane. the party must travel the lava oceans and elemental fire eddies of the plane as they pillage and plunder and look for a way of either claiming their freedom, or finding a way back home.
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>>25086679
campaign or one-shot. Party is a brave band of adventurers in the classic DnD mold. But, after stopping a foul summoning spelll the party finds themselves flung through time and space to the strangest place of all - our world. from there you play it as straight as possible. The party has to adapt to the contemporary world, search for a way home, or perhaps conquer our world and rule it as kings.

campaign or oneshot. victorian era. characters are members of the rather large household staff and retainers to an excentric and little seen english noble. When the master of the house dies, the houehold begins to panic as they realize that the next of kin is a bitter and spoiled brat who would likely fire the majority of the staff and gamble off sections of the estate. The butler however, hatches a plan: everyone will continue as though the master is still alive. they will go about buisness as usual, trying to prevent anyone from realizing something has gone wrong. but when it turns out that the masters death was part of a murder plot by the next of kin, strangers and police officers both begin to poke their nose about, and its only a matter of time before the jig is up. the team must solve the murder case, putting the next of kin in jail, and allowing the manor to pass to the next next of kin, who is far more kindhearted?. (alternatively: they keep the illusion going indefinitely and claim the manor for themselves)

An oldie but a goodie that very few people actually ever do. Have the players roll up themselves as accurately as possible. Have them suddenly thrust into a fantasy world where they must defeat great evil in order to survive and return home. added bonus: they keep their powers when they return, do a few sessions of epilogue.
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>>25086709

Classic One-shot. The characters are guests at a party, each with a unique and tragic relation to the party's host. Much to their horror however, the host of the party turns up dead and all of the guests have had the motive, the opportunity and a method for killing him. trapped in the manor with a killer by terrible weather, it's up to the party to deduce who the murderer is, even as he strikes again!

One-shot or campaign. WoD Innocents. Nice and simple. Party is a band of elementary school students who discover that their principle is a vampire, using the school as a private blood bank. As no one believes them, it's up to them to bring his reign of terror to an end.

One shot. Wod or All Flesh or CoC. The characters are 5 college kids enjoying a road trip through luisianna when their car breaks down near a strange and undocumente?d town in the middle of a massive rainstorm. Their attempts to get help from the strange and savage rednecks of the area are useless as they discover soon enough that the entire town is involved in the ritual sacrifice of strangers to the strange lake gods who ensure the prosperity of the region in exchange for dark deeds. their every attempt to escape stymied, the group eventually finds themselves stranded in the swamp, unarmed and afraid, running desperately from the strange half-things pursuing them from the stormy shadows.
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>>25086742

Campaign. a Lucifer and Buscuit Hammer game. The players take on the roles of beast knights throughout the eras, battling against an evil wizard and his golems in an attempt to save the world. the twist is that they keep losing. the golems keep getting progressively more powerful as the players fight them, eventually overpowering the characters and defeating them, thus dooming the world. the game then jumps to the next itteration of the war, which takes place at some other point in history, and the players roll up new characters. only this time the characters retain the memories and skills of their previous life, giving them a greater edge against the golems. they last longer this time, but are still inevitably defeated, spelling doom for the world. this repeats several times until we get to modern day, when the characters have obtained enough collective power over the years to pose a considerable threat to the wizard his minions. so its kind of like a series of mini campaigns, when all is said and done.

Party is an internation?ally assembled crew of astronauts on a space mission. Their rutine mission is a success, however, during their return landing, they lose contact with the earth. after improvising the rest of the landing, the party finds that - somehow - everyone on earth has gone missing. No sign of struggle, just a lot of clues that don't make any sense. The party must find a way to survive in the coming days as they figure out what to do and what happened. What's worse, even though they're the last humans on earth, /something/ intelligent is hunting them. game should focus on survival and the potential degredaion of humanity when alone in the darkness.

The party is a group of top-secret active consultants working on a presidential campaign. It's their job to smeer the enemy candidate and manipulate world events to ensure that their employer wins the election. Basically, Wag The Dog: The Game.
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>>25086786

Shadowrun. Comedy game. Team is hired to smuggle Organs from Seattle to Denver. party finds out, upon arriving at their pickup that they will be smuggling Antique and Magically resonant Church Pipe Organs, and not meta-human bits at all. bonus surpise twist: the church organs are a bonus and front for the actual smuggling operation: Orphans hiding within the organs.

Players are explorers stranded between alternate histories and dimensions, desperately searching for a way home. Sliders: The game. each session is a new alternate reality or alternate history and there is always some wrong to right before the group can move on, quantum leap style.

Players are mercenaries in a wartorn apocolyptic future. managing resources and playing factions against eachother they must scrape together the cash required to one day retire to 'paradise island' a near-mythic?al resort fortress only dreamed of by the majority of the masses. Players must balance the expenditure of funds on battlefield expenses such as artillary support or aerial resupply with the understanding that all that stuff cuts into the final profit line. Nevertheles?s, the players will quickly find that the whims of the various factions they work for quickly shift and the desires of a single corp of mercenaries doesn't amount to a hill of beans when all out war over what few resources remain is bubbling just below the surface. Ideally game balances resource management and business sims with high octane 90s action-movie camp.

One sho. Whacky road trip. The players are wayne's-wor?ld-esque teenagers on their way to a concert on the other side of the country. they must learn the true power of friendship and rock and roll as they encounter a whacky cast of oddballs and are caught up in misunderstandings and shenanigans galore.
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>>25086812

Mutants and Masterminds?. Party is super villain team. they must plan and pull of nefarious heists, oversee minion managment, and avoid the auspices of dogooders as they work towards their nefarious (and nicely open ended) goal of world domination. Tell players they need to take over the world. Let them decide how.

Long time ago a cabal of 7 wizards joined forces to overthrow the gods and claim immortality and seal up all the magic for themselves. 1000 years later one of their own rebels against them and is smacked down by the others, his immortal soul scattered to the four winds. Another 1000 years later, the soul fragments manage to merge with human souls and bodies and so seven individuals are born who can weild magic, the first to do so in historic memory. Together they must unite their powers to defeat the wizards and restore magic to their world (or keep it all for themselves).
Each of the evil wizards has an item (black cauldren style) and a minion type. the necromancer has skeletons, the enchanter has golems, and so on.

A band of viscious bards are burning down all the libraries and stores of knowledge they can in an effort to stomp out the written word so that the world will have to switch to an oral culture, where the bards will then reign as kings. Needless to say the local wizards are none to happy with this and have hired the party to investigate and put an end to this silliness.

Players are earth's greatest celebrity heroes. Famous figures from history brought back from the dead through super-science to fight the world's greatest evil, reborn: Mecha-Space Hitler (and his army of Nazi Neo-Nazis)
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This is a really rough idea for a setting. I dunno what I'll use it for, but it's been on my mind for a while now.

The region is one massive desert, and it's more or less ruled by five orc clans, each with their own duties/specialties. The "capital" is essentially this grand city at the center of the desert, an architectural marvel beyond the orcs' comprehension. Not that they're stupid, they have average intelligence and some are rather clever. For whatever reason though, only one clan inhabits it while the others roam the desert like nomads. Every X amount of years a competition of sorts is held to decide who will rule the other clans from the fantastic capital.

Of the five clans there's
>Thousand Eyes
>Cackling Dragons
>Gilded Falcons
>Broken Fists
>Pious Horns
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>>25086840

The characters are a world famous cabal of master chefs who must work together to defeat a tournament of internation?al chefs as they travel from exotic location to exotic location, competing to become the worlds greatest chef. tion to exotic location, competing to become the worlds greatest chef. The players must plan ways to aquire secret ingredients and ancient recipies while avoiding sabotage at their enemies hands in the ultimage secret war of culinary might.

Party is bacteria inside a living host , and must work to spread their influence, without overtly killing the host. Quarantine, but from the ground up.

Mutants and masterminds game. The team is a a group of superheroes with extrordinarilly powerful, but ultimately very specific super powers. When all the regular superheros are defeated by a new and mysterious superhero, its up to these super specific heroes to save the day.

...

You know hat? My GM Journal is starting to get a bit silly, I'm afraid. I'll stop for now. I try to come up with one new idea each day and... well... silly and stupid ideas make for an easy way out on days I'm not feeling particularilly inspired. I'll stop there. I hope someone gets some use out of these. Let me know if any of them inspire you in any way or you dig any of them.
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I'm about to send my group on an adventure to clear some Doppelgangers out of a small town they recently arrived at, but I don't really have a whole lot of suitable encounters to use. I want the Doppelgangers to fight relatively intelligently, but I still want them to focus relatively heavily on attempting to murder the PCs.
I know I want there to be a group of Doppelgangers wandering around impersonating the PCs while accusing random villagers of being Doppelgangers (and then roughing them up) to try to turn the town against the PCs, and I know I want them to have to bump into the real mayor and fake mayor at about the same time (and have to figure out which is which), but that's all I can come up with.

The main thing I'd like advice on, though, is how to have the Doppelgangers act in a fight in order to make them interesting opponents (rather than a regular fight that began with one dude in disguise getting the drop on the group). I get that their disguises will give them sneak attacks, but I don't want to give them Rogue levels or anything like that unless I have to.

Pathfinder btw, and the group is 8th level.
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>>25086881
Something like this?
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>>25086881

Christ, you're a writing machine.
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bump
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Okay okay, I was thinking of this:

4 Dwarven pirate zealots (tiamat worship) that go on ADVENTURE looking for *Insert MacGuffin* to defeat *Insert BBEG* in their quest for endless riches and fame.

Ideas?
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bamp
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Bampers
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>>25091845

>Dwarven pirate zealots

Something that relates to their religion that requires them to be on a boat. Maybe they get word that a highly-prized relic of phenomenal power is going to be at it least-guarded during a naval voyage, maybe it's being held on a temple on a long-forgotten island that doesn't appear on any charts. Maybe there's a legendary calm spot in the sea - no winds, no waves, nothing at all. The faithful know to pray incessantly for three days to gain Tiamat's Breath, a favor of the goddess that means the wind will always be on your side in a naval battle. The faithless will die of thirst or hunger in the doldrums.

For the BBEG? A pirate lord gathering an armada to completely crush the navy of your home kingdom and burn it to the ground. While you may not be on the side of the law, you also don't want your holyland put to the sword. With Tiamat's Breath, a fearless band of fanatics and whatever other faith-based boons you can find in your quest, you just may stand a chance.
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Dark Heresy:
Despite the protests of the Adeptus Mechanicus, the party is sent to investigate an assassination aboard a space station in the asteroids surrounding the Lathe Worlds. Whoever was behind the killing, though, has arranged it so that the evidence shows the party orchestrated the killing. They'll have to clear their names and find a way off a space station crawling with Mechanicus Secutors.
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Dark Heresy:

Party is lead onto a Priosn Ship by a Man hom they originally considered Criminal, it turns out it was a Shapeshifter who was manipulated by Eldar into Breaking into the Prison Ship and Freeing an Eldar VIP... The Acolythes were not part of their original Plan so its up to them to cotain the shapeshifter and save the Ship, which has bin partially unpowerd by said shapeshifter. This is a great opportunity to let the acolythes fight some realy uncomen Xenos, thugs of course and probably eaven some Alienesque "hunting eatch other down"

+ Awesome Failstate in wich the last of the concious accolythes sees the Hull beeing Breached and Astartes Storming the whole fucking place

enjoy
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I wouldn't mind seeing someone flesh out that post apocalyptic god war setting that had come up during the Yahweh thread last night.
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>Militia
>Lottery (recruit from worlds they visit via raffle)
>Average citizens
>Lost Jungle World
>Infantry regiment
>Counter
>Fanatical
>Preferred Fighting Style (Martial Arts)
>For the Homeworld!
>Hate Chaos

>A fanatical order of martial artists that recruits by lottery tons of children to become soldiers in their crusade to take back their homeworld?
"Congratulations small child! You've won the chance to help us take back Ariyus IV!"
"Aw, I wanted the jellybeans..."
>So, yesterday, I won that lottery, from those crazies from the Imperial Guard fort?
>Really? What was the prize? A night with a lonely young sororitas sister maybe....
>The Sororitas don't open their legs man. I should know. My girlfriend became one
>Ouch
>Yeah. So anyways, I won right? And now they say I get to come with them, and start training in their "kolkasin style" shit
>They think people will join up just because they tell them to? How did you even get entered?
>I didn't. It was a random lottery from the entire planetary populati-SHIT THAT'S THEM
>CITIZEN. YOU MUST REPORT FOR TRAINING IMMEDIATELY
>FUCK YOU! I'M NOT JOINING YOU CRAZY BASTARCDS!
>YOU WILL SERVE. FOR THE HOMEWORLD
>The funniest thing about it is probably that they're not actually proper Imperial Guard; they're just a bunch of guys who got together to start a militia and it turned out bonkers.
>SPACE MARINES! THE GUARD IS HERE TO HELP
>Damn it! It's those mortals that try to punch the traitors to death!
>TASTE MY FURIOUS FISTS, WOLRD-EATER!
They're ultimate goal is to return to their planet and judo Chaos Marines off of it.
I'm picturing an entirely confused Berserker just standing in utter confusion as he's repeatedly punched in the face.
>SERVANTS OF THE FALSE EMPEROR! KILL THE-what? what the fuck you doing? Seriously, stop that.
So, we've made a fanatical cult that kidnaps people through "lotteries" and brainwashes them to become super punching machines that, in hordes, can take down Chaos marines with only their fists?
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>>25095483
>the assassination happened before they got there
>somehow they're blamed for it
You're going to have to think this one through a bit more dude.
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>>25097287

I was thinking more "Well we bagged the dude, but we don't know who sent him. Hey wait a second, he's been corresponding with your boss! Arrest them!"
But yeah, it's a bit shaky.
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AD&D 1e campaign in a homebrew setting. basically 5 countries: Irbane, Llonn, Ailia, Myria, and Vhong. All are home to a certain race, humans, norse/viking, elves, eladrin, and dwarves respectively.

Player start out in small town of delen in irbane, one day when one player is walking through town, a letter is slipped into his pocket. it tells the player to meet him in a small clearing somewhat of a distance from town that very night. the player is familiar with this clearing, and the party ventures there at night. they are ambushed by bandits in all-black clothes. they find only one thing, a drawing of the player who received the letter.

players return to town, next morning a page arrives at the door, charging the party to meet with the governor in the town hall. players arrive and the governor informs them of his awareness of last night's events. he informs the party of those bandit's involvement in the largest organized crime group on the continent. apparently the governor has been receiving threats from the criminals, and the governor tasks the party with bringing down the organization. the gov. does not know where they can be found, but he knows a priest in a nearby town that does. cont>>
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>>25099665
they travel to this town to the basilica of Orin, where the priest is found. along the way to this town they encounter a goblin ambush. they follow the path into a cave system where an orc captain is planning. there are battle maps strewn all over the captains quarters, indicating that a large army is moving towards a location denoted "the cliffs" somewhere in irbane.

back to the new town, they arrive and seek out the priest. he informs them that there are greater problems than just the governors. apparently, the crime group has started working for an order of chaos monks. these monks are the monks of legend that summoned the great archdemon amon thrar into the world. according to this legend, the demon was defeated and sent back into his own plane by 5 champions, one of each race (and therefore country). these champions were fabled to have destroyed the chaos monks' order. now they are back, and plan to summon the archdemon once more. the champions have long since died, as it has been 200 years. by the way, i will have requested that my 5 man party will be one of each race. if not, i can create an NPC for this. Each player character must become their nation's champion.

now the location of the chaos monks stronghold has been lost. rumors state that the map which holds the location was split into 5 pieces, and each piece rests with the corpse of the former champion. the priest tasks the party to find each piece and then defeat the demon and monks.

now that the party has their main quest, they head to the capital city of irbane to inform the king of this impending threat.
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>>25099926
the once arriving, the kings steward grants them rooms and bids them to wait for the king to hear them in a council. they are invited to dinner each night. they go to dinner and dine with diplomats and ambassadors from all nations. they quickly realize some of these diplomats have been waiting for months to see the king, and the party will know this will be too long to wait. they must break out of their rooms and sneak up to see the king. after sneaking through the palace they find the king in his tower. although surprised, he hears them out and agrees something must be done. he produces the first map fragment from a iron chest in his quarters.

additionally, recall the map denoting "the cliffs". this is an army gathering, organized BY the crime group FOR the monks as the demon's conquering army. it is the largest host of orcs goblins gnolls kobolds trolls and giants the continent has seen, and it will take the combined might of every nation's army to defeat. therefore, the king asks that the party get the other nations to combine armies with irbanes to defeat the demons army.
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>>25100037
now the main storyline is set. the party must travel to each nation and get the army and map fragment. the kings will not part with these so easily, and so the party must do favors for each king first.

the land of llonn is home of the viking/norse people. the llonnian princess has been captured by a tribe of owlbears, and must be returned. afterwards, the oberjarl or king will grant the army. additionally, he will follow the party to the icy tomb of the norse champion, which is guarded by a young dragon.

the land of the elves, ailia, is in grave danger. the world tree, which is the capital of ailia is and what the city is built on, is dying. it is being caused by a horrible corruption growing in the base. the players must cure it by finding the legendary urn of purity, a healing salve sent from the goddess to earth and was lost in the ailian forest. then the elf king will promise the army and direct them to a elven sage. this sage informs the party of the elven champion's burial ground. it is guarded by evil spirits, and so the ritual to unlock the remains will involve the protection of the sage while the evil spirits attack.

the land of the eladrin, myria, is in the midst of a great civil war. one of the tribes split off and formed a rebel army. the war must be resolved before the king can promise troops and the fragment. the players must either help the current king exterminate the rebels, or join the rebels and overthrow the king. they will have to engage in many missions to destroy either side depending on which one they pick. either way, the new or old king will promise the army and produce the map piece. the players can decide not to participate in the civil war and simply steal the map fragment from the palace, and the civil war eventually resolves itself. if they choose this third option, they will have to convince the eladrin king some other way to lend the armies.
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>>25079866
Sundered Skies by Triple Ace Games for Savage Worlds is basically sky pirates. Damn good setting, too.
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>>25100390
the land of vhong is home to the hokkhain mountain range, under which the dwarves have built massive metropolises. the party must participate in the election of the new dwarf king. the clans have been warring with each other and the election has devolved into assassinations and bribery. the party must pick a clan to champion and then help them win the election, no matter the cost. once the king is elected, he will promise the army. for the fragment, they must travel deep into the southern reaches of the mountain range, where the lost cities of the dwarves remain. completely in ruin, these cities have been overrun by all manners of dark creatures, and the party must travel through several to reach Oruzhe, the great fortress and final resting place of the dwarf champion.

once the map fragments are assembled, they assemble the armies and move them to the location of the chaos monks temple. the party will devise the plan with the kings and generals of every nation to destroy the monks and the army. the sky will darken over the temple, an indication that the dark ritual has started. the two armies will clash in a mighty battle, meanwhile the champions infiltrate the temple alone to defeat the demon.

thats pretty much what ive got. PLEASE let me know what you think.
the countries can be done in any order and each result can be achieved multiple ways. i left enough of it vague so that, if you want, you may use it to run a campaign of your own. names may be swapped or used, you have my permission. as long as you remember that anon created it, and that i receive due credit.

enjoy
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Oh hey, I was just hoping for a thread like this.
I just started working on a campaign today. For either 4e or Pathfinder (or another system; those are just the ones I'm most familiar with). Anyway:

This world was not a labor of love of the gods. It was a side-project, created almost by accident as they toyed with their powers. Shortly after its creation--and shortly after the first humans appeared--the gods lost interest and sealed this world away from them. For the most part, this world is a curiosity to them: they watch us, but do not interact.

In this world, there are seven Judges of the Order. Their duty is to keep humanity in check. Any time they perceive humanity as rising too high, they take it upon themselves to break them down. Humans have decided they’ve had enough.

Long ago, humans made enemies of the god Tyrion, though the details have been lost to time. Tyrion created the Judges of the Order as eternal punishment--an act of spite. This is far from the first time people have attempted to rid themselves of the Order, but in all their campaigns they have never succeeded. They have learned, however; with with each generation that attempts to defy the Judges, humans become that much better informed. Some of the key details:

(will be continued)
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>>25100708
The Judges have many means available to them. While they are most terrifying in direct Intervention--personally levelling cities with their destructive magics and unknowable weapons--they also have back avenues: contracts with pirates and brigands, traps that may lay dormant for centuries, famine; they can even corrupt the minds of the public and incite self-destruction. They will not drive humans extinct, however, as Tyrion fears the consequences he will face up against the more human-sympathetic members of the pantheon.

Even if one is destroyed, the remaining six (or five, or four, or one) will rebuild or replace it/them within a year. The only way to guarantee their destruction is to remove all seven at once. In addition, if one is destroyed, the Judges accept it as evidence enough that humans grow too powerful and too arrogant and redouble their duties.

They grow more powerful the more humans are nearby.

Judges can spawn Acolytes to act on their behalf. Acolytes are much like Judges; monstrous abominations designed to be both destructive and difficult to kill. However, unlike Judges, Acolytes are straightforwardly mortal and can be killed pretty reliably by trained, seasoned soldiers, though casualties are expected. They are generally released during an Intervention to increase the spread of desolation.
Though they may seem brutish, the Judges are intelligent. If they fall for a particular trick or ploy once, you can almost guarantee they will have failsafes in case it happens again.
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>>25100721
The seven are:

1. Metau. A hunched-back monster with a body like an ape and the facial features of a warthog, who stands 9m tall. It moves slowly, deliberately, unflinchingly. Carries a great flaming axe. Fires lit by this axe cannot be quelled until they have run their course. Dwells deep beneath the earth.

2. Savina. Its entire upper body is covered in a pale calcite exoskeleton, save for its anglerfish-like jaw, while its legs are covered by slimy scales and patches of bristles. Stands just under 4m tall. It is armed with its 1.5m-long, perpetually dagger-sharp claws, which somehow leave no visible marks, dipped in a poison which gradually drives the infected to madness. Lives in the darkest reaches of the sea; it is thus almost perpetually covered in barnacles and rot.
3. Gregor. To the distant observer, appears like a great black dragon. Upon closer look, its skin is black, slick, and metallic. Its face is thickly covered by black, slick, metallic horns; its mouth is filled with black, slick, metallic teeth. In place of a tail, it has a clear chamber filled with crackling white electricity, though it’s unclear if its function is related to this or if it exists exclusively as one of its natural weapons. Stands 3m tall and 6m long with a wingspan of 12m. Dwells in a distant cave.
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>>25100742
4. Kotaun. Seems to be naught but an animated, nigh-indestructible suit of ruddy armor with four arms. If any piece is removed, it can continue to act of its own accord. The armor stands over 14m tall and carries a broadsword which is itself 9m long. It is surprisingly swift; since it is supported by magic rather than muscle and bone, it can move as quickly and effortlessly as a normal-size man despite its massive scale. Resides within the mountains.

5. Yuvan. Built like a monstrous centipede, with scorpion-like pincers and a mouth--lined with three rows of 360 small triangular teeth--so large it consumes its entire face. It has no eyes or ears, but somehow still sees and hears everything around it. Those who have been near it are filled with an overwhelming sensation they cannot elaborate upon beyond “cold”. Also of note is its bizarre respiration: it seems to both inhale and exhale a dense fog which envelopes its body but never seems to spread very far regardless of the surrounding area or winds. Its body is estimated to be 24m long with a diameter of 1.5m. Its thin, bony, yet powerful legs are spaced at roughly one pair per 2.5m, and allow it to climb effortlessly over any surface. Lives somewhere to the distant north.

6. Kae. Its body is almost chimp-like, but with six long, slender arms and four similar legs which it uses to support its body. All ten appendages have three joints and end in unnervingly smooth hands. In addition, it has six giant bird-like wings extending from its back. Chae wears a featureless helmet of a golden metal over its face. Those who see its face describe it in many different ways, but one comes up especially often: the person sees him/herself or a loved one, but sickly and rotten like a corpse. Its fur is rich blue. Though Chae’s torso and head are scarcely 1.5m tall, its spider-like arms and legs bring it up to 7m in height, plus a wingspan of 15m.
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>>25078511
everything i'm thinking about is here,
>>25100041
please please please help.

also want to make a BBEG like in picture
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>>25100708
what system? this sounds good. your players might associate Tyrion the god with tyrion lannester from Game of Thrones, you might want to change that.
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>>25100764
7. Chalsat. The only Judge to have never been killed at any point in history. Chalsat’s appearance is not known; it takes on the visage of a person, or sometimes several through the use of Acolytes. These imitators infiltrate governments, militaries, and businesses in order to destroy them from within. However, these people still have all the might and powers of a Judge, should they be challenged. It is said that there was once a three-century lineage of kings who were all feigned by Chalsat, running the long play.

No Judge of the Order can be killed by “traditional” means. They are far too tough to be harmed by standard weapons and too resilient to be killed by what might seem like a mortal blow.

Until recently, the people of this world have come to adopt a “life goes on” policy and attempt to thrive and develop as best they can within the confines of the Judges’ rule. But people can only be suppressed so long before they break.
You represent a team of warriors who have dedicated themselves to eliminate the Judges or die trying. Expect to be kept well-armed and well-maintained by the populus, but keep in mind what’s at stake.

That's all I got so far.
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>>25100775
I haven't quite decided. The systems I currently have most readily available are the ones listed, though if there's a system that would work better I'd be willing to learn it.

And I'll change that name. I'm not really familiar with Game of Thrones so I didn't know that.
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>>25100766
build the BBEG's backstory. build him up so that he was an adventurer once. he saw corruption in the world and so he embarked on a campaign to rid the world of corruption. the bbeg thought by destroying the corrupt old ways and by becoming the new ruler, he would fix everything. have him rule for awhile before a bunch of ignorant, upstart, foolish adventures with NO knowledge of the REAL way things work begin to work against you. have your bbeg work against them to maintain the perfect world order he worked so hard to bring about. then when they finally confront the bbeg, have him tell them what theyve done, what they've ruined, his dreams and ideals he worked so hard to preserve but they had to ruin.

those upstarts are your players
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Modern day superspy game combined with Evil Dead.

Spin me a plot, /tg/!
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>>25100766
>also want to make a BBEG like in picture

You mean a villain who began life as a campy villain that made no sense, shoehorned into being the hero's friend's dad for shock value despite the fact that this made the majority of his past crimes make no sense from a motive perspective, then have him retconned into a schizophrenic to explain away said plot hole, have him killed and later brought back to life to distract from ANOTHER plot-hole ridden clusterfuck, then recast him as full-on Lex Luthor and basically pretend the whole "goblin" thing never even happened.

Sure, sounds fucking great.
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>>25101001

So you're spyin' and you're spyin' and you're spyin'...then Bruce Campbell kills you with a Chainsaw and a Witty One Liner
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Not a DM, but I want to make a cleric PC of an elder evil type being and play it like a cleric of YHVH.

What cool as shit quotes are there from the Old Testament, and what sort of manic Godbothering shenanigans can I get up to?
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>>25099665
The first problem I see is with the introduction. It relies too heavily on the "one player". That role seems best left to a disposable DMPC.

I'm also not super-fond of the "Simpsons model" storytelling: bandits leads to saving the world? It works much better if the primary antagonist has his hand in the mix somewhere. (Unless he does, and I just accidentally subconsciously skipped over that part).

Now, I only know the film/screenwriting terminology for this stuff, but here goes:
This reads more like a treatment when what you want to be working on is either a pitch or an outline. If you're working with an outline/pitch, it's generally easier to work on driving the story than with a treatment.
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>>25101077
The all-time best passage from the Old Testament is Judges 3: 20-22.
"And Ehud came unto him; and he was sitting in a summer parlour, which he had for himself alone. And Ehud said, I have a message from God unto thee. And he arose out of his seat.
"And Ehud put forth his left hand, and took the dagger from his right thigh, and thrust it into his belly:
"And the haft also went in after the blade; and the fat closed in upon the blade, so that he could not draw the dagger out of his belly; and the dirt [poo] came out."

Frankly you're not going to find much better than that.
Let me see if I can find the Mormon list of Scripture Mastery for the Old Testament, though. If you're looking for doctrine stuff that's a good source.
If you're looking for fire and brimstone, go with Leviticus chapters 1-18.
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>>25101077
Here's the list. It's been quite a long time since I reviewed them in any capacity so I'm not sure if they're what you're looking for, but it's a start.
(ignore the first three; they're not technically in the Old Testament)
http://seminary.lds.org/manuals/old-testament/scripture-mastery?lang=eng
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>>25101099
the one player only serves the purpose of receiving the letter, which character it is is purely coincidental.

how would i incorporate the main antagonist into the early story?

as for your final comment, how can i turn this into an outline? i would think i already have a decent story line but what can i do to improve it
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>>25101250

Ah, sick. I'm looking for anything really, this is a big help. I'm looking mainly for big displays of wrath, like Sodom and Gomorrah, turning people into pillars of salt and shit.
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>>25101001

First part is a straightforward spy caper to get your players used to their characters and their abilities. They're going to get photographs of secret documents from what they're told is a soviet research lab into the supernatura.

The document, of course, is the Necronomicon Ex Mortis. They get the photos, turn it in to the boys in the lab and those boys in the lab turn into Deadites. Now they're stuck in a ridiculous building trying to make it to the nearest panic room, trying to use their superspy shit to fend off superspy-shit-enabled Deadites.
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>>25101276
Basically an outline is when you reduce every scene to one line. This happens, then this happens, then this happens, then this happens, roll credits.
Then you write/draw all your notes on top of that.

I don't know exactly. Perhaps instead of random bandits, it's a gang of minions. It helps get players invested in the conflict early on.

The "one player" thing isn't a huge deal, I guess. If it's just a passing thing.
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>>25101389
so it would be easy to convert what i just said into outline format. ok

the bandits are minions of the monks. perhaps i should make it more obvious that the bandits are the crime group earlier on. maybe i could place something on one of the bandits bodies that links them to the chaos monks order

other than that, hows the story?
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>>25086881
wow, RYX, that was awesome
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>>25101435
Sorry for the slow response, I was getting pizza.

Overall, I like it. It's simple, but it's good-simple, like ME2.
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>>25100708
I'm reading up on Warrior, Rogue, & Mage. It seems like it'd be a good fit for what I'm imagining.
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AT&T, Apple, and The Church of Scientolgy for a super-corp of the global elite and using massive funds and stolen tech establish a fascist theocracy on alpha proxima.
mechs, proprietary full body upgrades, ftl communicatoins and thought police that can download your entire life story and memories in a matter of nanoseconds.
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I have never seen a volley of mysorean rockets in a game before. Don't think I would make a entire campaign revolve around them.
http://www.youtube.com/watch?v=21LjHkzD1BQ
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Any advice on running a campaigning in where the world is shaped by politics (war, economics, diplomacy, raw resources, population, etc)?
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>>25103153

Hopefully this threads still getting some traffic.
So I've got this idea for some adventures within the Gothic Horror section of my world.

ELZEVIR THE DOLLMAKER
Background of the adventure is that a Nobleman asks the town he runs that a competition to create a doll for his daughter is about to begin - with a special prize to the winner (anything they wish; within reason). Most of the dollmakers within the town churn out dolls, with each doll being more beautiful and exquisitely crafted then the last. Just as the Nobleman's daughter is about to choose which doll will win, Elzevir enters the royal hall and presents the Nobleman with a doll, forgiving his lateness. The doll is not only more beautiful then all the dolls combined, but is of Legendary +5 craftsman ship. The daughter is instantly in love with the doll and chooses it.
The Nobleman asks Elzevir what his reward will be - and Elzevir surprises everyone by asking for a simple lock of hair from the daughter. He is given the hair and sent on his way.

During the following months the daughter began to fall ill, until the day of her birthday. On this day she entered into a comatose state and would not awaken. The Nobleman became distraught, not knowing what had happened to her.

When the characters arrive they find that the Nobleman has sunken into a state of melancholy and is half-heartedly both serving in his position of Mayor of the town and half-heartedly searching for a cure for his daughter. When he hears of the characters he invites them to dine with him - as is custom in the country - and finds out they are adventurers.
He hires them to find out what is wrong with the daughter - offering them "anything they desire". After questioning the Nobleman, he points towards the creator of the doll.

cont.
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>>25106292

When the characters ask around about the dollmaker they find out he lives some distance from the town, in the middle of wilderness; his estate surrounded by a Lake known as "The Lake of Lost Souls". As the characters begin towards the estate they fight off various natural animals of the country until they reach the lake, where they battle mindless undead - the remnants of people who have perished in the lake.

Once inside the manor the characters must fight both hideous doll-constructs of past victims, as well as fear itself. If they manage to survive both, they will eventually find Elzevir; who it is discovered created a doll of such ugliness it is a mockery of his previous creation. Attached to the doll is the lock of hair he asked for, and it is then found out that not only is Elzevir a mage, but he is infatuated with the Noblemans daughter and has used his mgic to leech the soul of the daughter into the doll. He is near-crazed n his defence; and uses his doll-constructs to protect him while he casts spells at the party.

If they defeat him they will need to bring both the head of the dollmaker and the doll to the Nobleman, where he will break out of his stupor and call forth his court wizards to spend time to return the soul of his daughter to her body.
The Nobleman is true to his word and complies - within reason - with whatever the characters ask for.
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>>25078705
Ghosts can create new memoreis, which aren't as good as living memories but are still edible. Like a McDonalds Burger as opposed to a Real, Homestyle Burger from a Greasy Spoon Diner. So there are ghosts who go on epic adventures and do big, exciting things just to generate shitty memories to trade. Maybe so they can get back just ONE memory from someone else.
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>>25080009
Built a character like this for a DFRPG. A british musician who uses sorcery to augment his band's success All of his aspects were named for songs during the British Invasion.
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>>25081521
You'll be fine. Don't try to force jokes, just put things in places with lenient rules and minimized threat/peril. A few characters with inherently contradictory aspects that will contradict eachother will help. Eg.
>The Proper Lady who drinks, a lot.
>The society girl who is secretly a jewel thief
>The old man in a wheelchair who isn't wheelchair bound at all
>The Nobleman's Son who's cheating on his Fiance with the Gardener's Son.
>The Priest who makes things come true when he says them...sporadically.
Let the players build the comedy. Just be a facilitator.
Oh, and put someone unintelligent in a positon of power over people more intelligent. That breeds comedy like RABBITS.
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Modern Day. Capture the Flag. Four Factions, each with a Flag, whoever gets all four flags together wins. All the factions are comprised of Mages (and other Supernaturals) in a somewhat Low Magic setting. It's ostensibly an all in good fun game, but someone's taking it too seriously, and there are complex politics. The players find themselves in a web of intrigue and deception as the deeper purpose behind the game is revealed.

Not set on the modern day aspect, could be generic DnD, 1940s, IN SPACE, anything really. Thoughs?
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This thread is a goldmine. It needs to be archived.
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>>25107922

Done.



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