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Stu
03-04-2007, 11:35 PM
I'm going to retool The Mighty Scenariodrome for the new site. In the interest of helping people find the kinds of rpgs they will enjoy, please inicate the general type of campaign you might find enjoyable. You can vote for more than one option simultaneously.




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Viva Darth Vegas

Lighthearted High Fantasy
Open Campaign
4—12 players
Rules Taught; Beginners Welcome
PG. Mild Content, Kid-Friendly

The players are various gamblers, rogues, renegades, and scalawags from the most notorious hive of scum and villainy of them all! Participation in this campaign includes a free membership to The Slayer’s Club Yahoo Group, featuring the tales and advice of Smelly Salivas, Vegas player extraordinaire!

Tunnels and Trolls
This could likely be developed as an excellent Arduin campaign. I don’t think any of the other “more sophisticated” game systems would do it justice.



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The Sorceress of Sweet Patootie
This is a more grownup subcampaign sharing the same milieu as Darth Vegas, but with a less frenetic tone and using RuneQuest rules.










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Dead Lazlo’s Private Guard

Low Fantasy Crime Drama
Semi-Open Campaign
4-6 players
Rules Taught; Beginners Welcome
PG-13 Mild Content, Adult Themes

In the rough and rowdy days of exploration, a young nobleman of questionable repute was exiled to the wilds to reclaim an ancient ancestral keep, ostensibly to restore it to the family, more likely to be devoured horribly and bring no further disgrace to his house. In time, he built the crumbling keep into a thriving trading post, exploiting the local mountain dwellers with ruthless usury and duplicitous treaties. In the course of time, he was discovered by his elite bodyguards with his head staved in. With the details of all his unsavory trade practices splattered all over the floor, the guard bluffed and conned the angry populace with the pretence that Lazlo was still alive and a force to be feared, a practice which continues to this day. The original Guard is diminished now by age and attrition. You, the new guard, are their various apprentices and squires, charged with maintaining order and profitability on this forbidding border. Good luck.

Tunnels and Trolls
This campaign, if successful, could be developed into an excellent Arduin or RuneQuest campaign.










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Necro-Techno

High Fantasy Faeries vs. Killer SteamBots
Open Campaign
6-10 players
Rules Taught; Beginners Welcome
PG Mild Themes; Imaginary Violence; Kid Friendly

What kind of menace can disturb the idyllic reverie of a ten thousand year-old river valley, protected and enjoyed by the faeries and woodland creatures that call it home? Great clanking steam-powered robots, devouring faeries, burning their magic for fuel, and tearing up the ground under their cold iron, hobnailed feet—that’s what! You and your faerie friends must assemble to fight this terrible encroachment.

Tunnels and Trolls
This campaign could probably be developed into a promising D&D campaign.








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The Ouroboros Imperative

Modern Investigation/Covert Fantasy
Semi-Open Campaign
3-5 players
Rules Taught; Intermediate Players Preferred
R. Adult Themes, Violence, Hysteria, Madness

This campaign is a blatant and obvious homage to (rip-off of) the television show Millennium. In the show, an ambiguously psychic investigator of serial homicides is drawn into a private consultation firm, which may or may not be an ancient doomsday cult. PCs would be ostensibly expert crime fighters, members of varying levels of indoctrination in what may be an apocalypse cult (or may not), who may be dreading the end of the Mayan Calendar (or may not be), and who may be descended from the Knights Templar (but probably aren’t, maybe). Characters will begin the campaign highly skilled, with the commensurate levels, or points, or whatever, built in.

Mercenaries, Spies, and Private Eyes
It would be fun to run this with a slightly adjusted Call of Cthulhu, where SAN represents the balance between mental health and involvement in the cult, rather than confrontation of the Mythos. It would also work really well with GURPS or CORPS. I think Hero has more crunch than would be required, and FUDGE has less.








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Spicy Air Detective Stories

Pulpy Air Adventure Noir
Semi-Open Campaign
4-7 players
Rules Taught; Intermediate Players Preferred
R. Adult Themes; Spicy Content

Captain Heavy Johnson, his sidekick Professor Coppernut, his sometimes upstart rival Moebius Dick, and his rough and ready squadron of WWI veteran pilots, misfits, and troublemakers prowl the skies for adventure, battling the nefarious Dr. Octorod and his insidious super-science schemes, invariably involving damsels in danger and Things Man Was Not Meant To Know. PCs can play any of the primary characters or create their own aerial adventurers.

Mercenaries, Spies, and Private Eyes
This would be an excellent candidate for Savage Worlds, which has a beautiful abstract dogfight system, and the ability to handle hordes of combatants with no fuss or bother. It could also work with GURPS or Pulp Hero.








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Satannicus: El Pollo Diablo

Gritty, Low-Rent Supernatural Investigation
Invitational Campaign
3-5 players
Rules Taught; Experienced Players Preferred
R. Adult Themes; Dark, Raunchy Humor

A crew of South Louisiana cockfighters and their various sidekicks and hangers-on get a little more than they bargained for when their super-rooster empowerment mojo backfires and forces from the very bowels of hell itself are unleashed in the bayou. With eyes opened to the great dark dance behind the reality that we know, the cockfighters can no longer ignore the inexplicable and must delve into a hostile world for which they are neither armed nor prepared.

Mercenaries, Spies, and Private Eyes
For more crunch, this could easily be converted to GURPS, Hero, or CORPS.







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Interzone Galaxy Patrol

Lighthearted Intragalactic Intrigue
Semi-Open Campaign
4-10 players
Rules Taught; Beginners Welcome
PG-13 Mild Content, Raunchy Humor

Somewhere on the bookshelf between Edgar Rice Burroughs and William S. Burroughs are the rare and wonderful works of Randy “Rabbit” Burroughs, one of the most prolific science fiction writers of the 1950s. Burroughs’ tales of the Interzone Galaxy Patrol influenced countless tales of faster-than-light adventure, exploration, colonization, and law enforcement, though few of them were ever adapted directly.

At the end of WWII, Captain Heavy Johnson was called upon to exploit his connection with the Princess of the Moon to develop the technology required for freedom-loving forces to engage invaders from beyond Orion. A hasty truce was called and the Axis and the Allies banded together to keep Earth sovereign under human domain. Now, with the invaders beaten back to their side of the galaxy, and humanity spread across the intervening space, the Interzone, the United Earth Authority must patrol this space with little understanding of what awaits them there, and with enormous tensions among the Galaxy Patrol’s various factions and their competing interests. Tensions are high, and so is the adventure!

Savage Worlds
This is the best choice for the pulpy feel of the genre, the abstract dogfight rules, and easy rules for handling large-scale squad-level combat.








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Dr. Satan’s Daily Dilemma

Diabolical Victorian Comedy of Manners
Semi-Open Campaign
3-6 players
Rules Taught; Experienced Players Preferred
PG-13 Mild Content, Dark Humor

Dr. Satan, Victorian London’s most deviously wicked evil mastermind, developed a diabolical ray, which, when turned on a man or woman, would reverse his or her innermost moral predilections. Using the ray to corrupt the most influential figures of the day, he attracted the attention of meddling do-gooders. Foiling his plot to besmirch the ideals of Her Royal Highness, the crime fighters turned Dr. Satan’s own ray upon him, exploded his apparatus, and left him for dead among the swirling smithereens of his evil masterpiece.

Dr. Satan awoke, however, to the ministrations of a yellow tabby cat that astonishingly brought him tomorrow’s morning newspaper. His irredeemably evil predisposition commensurately reversed by his diabolical ray, Dr. Satan felt irresistibly compelled to attempt to right the tragic wrongs he read in the miraculous pages. But from whom could he enlist aid? The civil authorities, upon learning that he lived, would be moved to prosecute him for his innumerable crimes and atrocities. His cohorts in crime, upon discovering his disturbing state of morality, would rend him limb from limb. However—if he could somehow conceal his motives, he might still command their unconventional skills and expertise on his missions of mercy.

In this Victorian retrofit of Early Edition, players draw cards. The low card plays Dr. Satan, and the high cards may select the various criminal elite that comprise his inner circle. Dr. Satan, reviewing key stories in the next day’s paper, will have to develop a plausible crime to assign to his assistants, during which he may effect some correction to the unfortunate course of events in the story. Maintaining a high wall between character knowledge and player knowledge will be critical in these unusual scenarios.

Mercenaries, Spies, and Private Eyes
This would be good for any steampunk games, or even Castle Falkenstein.








The McSeamus Files:
The following campaigns feature McSeamus, the lovably psychotic leprechaun you love to fear and despise. He is invariably drawn through space and time to talented troublemakers and ne’er-do-wells, compelled to assist them sowing the seeds of anarchy and destruction to the best of his blessedly limited ability. If McSeamus is around, explosive hijinks are sure to be close behind!

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Blackie O’Killagin’s Unit

Modern Tactical with Covert Fantasy Elements
Semi-Open Campaign
4-6 players
Rules Taught; Intermediate Players preferred
R. Adult Themes, Dark Humor

Blackie O’Killagin, radical IRA demolitionist, escaped British custody and disappeared into the American mercenary underground. He quickly accrued a collection of unlikely criminals and reprobates, fusing them through danger and profit into a finely-tuned engine of destruction. Their resume of wholesale mayhem quickly recommended them to McSeamus, the psychotic leprechaun anarchist. Now—if you’re in trouble, and you have nowhere else to turn, you may find them. If you can afford them, you may be able to get your hands on Blackie O’Killagin’s Unit!

Mercenaries, Spies, and Private Eyes
This campaign could be developed into an excellent SpyCraft campaign, with d20 supernatural elements.





Damn Shenanigans!

Modern Heist/Con/Crime
Invitation Campaign
2-4 Players
Rules Taught; Experienced Players preferred
R. Adult Themes, Dark Humor

Lapsed Catholic priest Danny and disgraced ex-cop Dean are two Southy Irish brothers, trying to get by with the limited gifts God saw fit to give the. Since their gifts are almost exclusively for deception, violence, and wickedness, this often puts them in just the kind of interesting situations that lovable psychotic leprechaun McSeamus loves to exacerbate.

Mercenaries, Spies, and Private Eyes
This would translate well into SpyCraft.






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The Blarney Star

Lighthearted Space Opera/Crime Drama
Semi-Open Campaign
4-8 players
Rules Taught; Intermediate Players preferred
PG-13 Mild Content, Raunchy Humor.

In the far off future, where astronauts look and sound like cowboys, and the galaxy seems like the Old West, various bands of misfits, renegades, and criminals will fall together in tenuous bands to ply their living in the rowdy spaceways. The most violent and depraved of these will unquestionably catch the attention of the infamous McSeamus*, reminding him of the bad old days on the American frontier, where the life of an Irishman was worth less than a cup of coffee. Where there’s dissent to sew or mayhem to incite, McSeamus will be there!

Mercenaries, Spies, and Private Eyes
This would be a good one for Spycraft in space.





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Whoa--how did that get in there?! We won't be plaing that one at the shop.

Rorschach
03-06-2007, 04:53 PM
I didn't realize I could pick multiples, so I want to add Ouroboros Imperative and Sorceress of Sweet Pattotie to my votes, alongside Spicy Adventures. That latter though is the purest form of what I think when i think Stu - an adventure that needs a QUEEN soundtrack...

MILLENIUM was an utter obsession of mine, and I've come to think of it as the Masonic handshake in True Geek circles anymore.

And lastly, I like the idea of a grown up Darth Vegas. I've never played the vaunted Runequest, and its been about 23 years since I last read the rules I think. So that'd be a kick.

I have a long musing reply to your other threads here, Stu, but I'll post more later. I may be able to give your adventure(s) a Saturday night every other week sometime soon. Or even a semi-regular weeknight. Venue is everything though...