I don't know about the rest of you but I find myself randomly hitting upon ideas all the time. Just last night while doing my normal janitorial work I thought of 5 more. So I decided to start making a list of ideas I would love to play in games. Most of em I'll probably never use... but hey they're their if anyone else needs an idea too. If you're like me in this regard I encourage you to add to what I hope might become a repository of random, yet awesome game ideas.
#1 - Just your average ordinary everyday zombie infestation
I've seen something sort of like this done before and thought of another version. You get your players together and you set out x bags where the number is equal to how many players you have. You have the players roll a d20 (if you tie with someone you both have to re-roll) and then pick their bag of choice by pointing to it and then grabbing it (no shaking or feeling to find out what's inside). They pick in order of the highest roll to the lowest. The bags have various items in them, wallets, keys, pocket knife, money, etc... etc... and constitute what the player character is carrying with them when the game actually starts.
The game is a zombie apocalypse in your home town with the pcs being friends hanging out when it starts. They have to survive as best they can through the havoc. Maps are easy to come by since they already exist in real life and you can probably pick up a few at a local grocery store. Possible ideas include the player saying something about a certain area they know in real life and then rolling to see if their character knows about it (and can then act on that knowledge). The real fun is getting to see your town go to hell and interact in places that you know about and possibly visit all the time in real life.
#2 - Tribal surprise
The group are members of a tribe. One day someone "displeases the gods" by desecrating a shrine in favor of their own favorite deity. The next day they see flashes in the distance and hear great crashes and rumbles in the distance. Nothing the tribes priest does seems to make it stop. The gods are fighting and now the transgressor as well as a group of mighty warriors/village criminals/etc must brave the great distance through the harsh landscape to bring a gift to the gods and placate them directly. The group sets out towards the flashes. As they travel they come across ruin and destruction as well as terrifying pale beings with strange artifacts that propel detestation. Eventually the group arrives at the source of one of the flashes, the ruins of a vast village of strange gray stone. If they haven't gotten it by now the description should make them realize that they are members of a tribe on earth and what just happened was a massive nuclear exchange. At this point you have the chance to make this a stepping stone off into a post-apocalyptic game.
#3 - Whoops I tangled reality
Think I said this before once but I remembered it last night and wanted to post it here. Basically a dieing reality was saved by a mighty wizard who "cemented" it in place, halting its fade from existence as it raced through the dimensions creating phantasms in other worlds (an explanation for ghosts perhaps) and being torn apart slowly itself. Unfortunately he cemented it on top of our reality. The players were somehow pulled through into that reality instead of being stuck in stasis in the reality now below it. They now have a choice... to let their world be stuck forevermore, frozen in time... or to hunt down a way to separate the two dimensions again (inevitably destroying this world even as they save their own).
#4 - City of the future
The players are members of a group gathered to test a time machine. However there is a malfunction and the time machine creates a destabilized field in the fourth dimension. Everyone in the time machine is transported x years into the future with people farther away getting transported less far into the future until it reaches a certain distance beyond which the destabilizing influence creates a burst that destroys all life on the planet. The group comes to with their machine controls a smoking pile of slag and them dazed and confused. They walk out into an alien landscape filled with strange creatures and tribes descended from the people who were transported only a short distance into the future. They now struggle to survive in a very strange world, perhaps looking for a way to go back in time and stop the disaster from happening. The man who created the machine was right next to it when the disaster happened so he might even still be alive at this time (perfect chance to quest for the needed parts to create a new machine).
#5 - It is your destiny
Not a campaign idea but still something that could be used in a game. Basically you have a chart and when the players create their characters they roll against the chart (the chart having one option for each person playing...maybe a few extras). They don't get to see what the results mean. The chart can have all sorts of destinies on it. Maybe they're a fallen demi-god who will rise to power again in the end, perhaps they are the illegitimate child of a ruling monarch, maybe they are destined to take up the sword of legend. Through the games you drop them clues and hints that get stronger as time goes by. They can choose to fight their destiny and forge their own or they can follow it. Not until near the end though do they discover fully what it was.
#6 Life
I've never gotten a group willing to play this, and I've always wanted to.
The players each submit three characters they'd like to play, filling in a basic chart. (race, gender, class, background strokes, etc.) Each aspect is then placed into its own pool of all the submissions, rolled for, and then the final, randomized character is given to the players again to play.
#7 Immortal with Consequences
The players are immortal. They aren't invulnerable to pain (killing blows knock them down for a few days, eternal suffocation in a coffin is a possibility), and they continue to age. The campaign centers around the search for an anti-aging process, or a means to kill themselves once and for all.
#8 Who are you?
The players are the same person, from different realities. Different choices and different circumstances, but all brought together by some strange happenstance.
I absolutely love #8...
So I've collected a few more yet again while working at my job today.
#9 - An ode to Wesnoth
The players create a hero by spending so many points to get certain attributes and abilities. They then get so many points to spend on minions and summons. The map is a large hex grid with different terrains the give different bonuses/penalties to units standing on them. The players duke it out trying to be the last one standing. It is basically a very complex version of chess mixed with fantasy and/or sci-fi rp gaming (on that note roleplaying is encourages... now what chess game have you ever played where you got to roleplay the pieces?).
#10 - Honey I teleported the gamers
The players are each given a short quiz that asks them a series of questions relating to their talents and abilities. The DM collects them and adds them up with each category corresponding to an in-game attribute. They are ranked from highest to lowest in score (ties become player choice) and assigned to their respective ability scores (so in DnD terms if you ranked 1st in dex you might get 18 dex while your 3rd placed wis might get a 14). The game then begins.
The players find themselves teleported into the game world through some means. The fun is in roleplaying how they feel they would react to such a situation and getting to grow and build their alternate selves into heroes.
>>now what chess game have you ever played where you got to roleplay the pieces?).
Battle Chess? :)
Both in Game form and in RenFaire form.
#11 - Modern Magical Realism
Think Tim Burton or Pushing Daisies. This world is in essence our own, but while the world has murders and crime it is all viewed from a skewed, humorous and absurd angle. Rare diseases, unlikely circumstances, and overly complicated murders and accidents are all common. Characters are caricatures or otherwise heavily dosed with opposing quirks. One or more of the characters might possess a magical ability the game revolves around (e.g. Ned's death-reviving touch from PD og the peculiar state of Edward Scissorhands). Descriptions should be vivid, colorful, and extreme.
#12 - Let there be light... wait, where's my light?
The world has finally come to an end and the PCs are mighty heroes of renown. One day their patron deity and ruler of their afterlife comes to them. "I have chosen you each as you are the mightiest ones to have ever walked the world that is no longer. I wish to craft a new world but I do not have the materials required and it is forbidden for me to leave this plane of existence. Thus I am sending you out on a quest to retrieve for me these things so that we may bring about a new world." With these instructions the group goes forth to retrieve all of the required materials, fighting epic deific battles. In the end the world gets made and the players characters become its new pantheon (with possibly their deity as the over-god).
#13 - The End of War
The players play soldiers who escaped a martial massacre with their life, and crossed the mountains back into their war-ravaged homeland. They are poor, thirsty, down-on-their-luck, and their equipment and morale is in bad shape. Perhaps the players find a livelihood in the devastated country; perhaps they embark on a journey for gold and glory that is way out of their league. I was thinking somewhere along the lines of Joe Abercrombie meeting Serenity.
#14 - Jailhouse Rock
In a dystopian future where aliens rule the world with an iron fist/tentacle/other appendage the players are children living at a breeding center (where the aliens breed and raise people to use for slave labor and amusement). Life in the camp is rough and they have to deal with gangs, hateful guards, and all manner of other nasty things. One day there is a slave uprising, they take the chance and run for it, escaping in the confusion and out into a very strange land. The game focuses on their survival in the wastes (both urban and otherwise), scavenging supplies, eluding/fighting aliens and the other beings out there. It might eventually turn into a case of them forming a rebellion and fighting to drive the aliens off their world.
#15 - Heist
The players are high-profile thieves who stage daring heists in their attempt to acquire amazing quantities of material wealth. The players each have a specialty and design plans to dodge guards, cameras, alarms, cunning traps and devices, and the ubiquitous laser nets.
#16 - Survivors
The players are victims of a terrible accident (storm, plane crash, teleportation malfunction) which leave them stranded on an isolated and deserted island. The survivors have to explore the island, evade potential hazards, and eventually they must make their escape from that dangerous place.
#17- The Others
As a nod to Lost, (and number 16) the players play the 'creepy mysterious guys' terrorizing/hindering/ confusing a group of otherwise normal people in a secluded setting, like a deserted island, or a lost colony on a far-away world. The PCs help build the devious plot surrounding the reason for there harrasment of the group of people, with help from the DM and previous sessions outcomes. "Flashback" sessions are a must.
#18-Historical Sci-fi Nonsense
The PCs are historical figures culled from the ancient world, and brought to an alien planet, where they are asked to demonstrate their qualities for greatness. This might include Alexander the Great battling hordes of robot creatures for statistical data, or Cleopatra helping an alien minister outsmart a more powerful enemy. The aliens might even place the PCs in different eras of time then their original, in order to change somthing about history, again for analysis, the PCs might also have to go back and 'un-change' what had previously been changed. The PCs might eventually grow tired of these games and want to return home, which is politely refused. This leads to the PCs working together to figure out how to get back to their respective times. In any case, Googling 'paradox' is a must for each session planning.
#19 - Philosophy
The PCs play various concepts based off of philosophical (or religious-based philosophical religions). For example, a Bayesian Empirimancer (nod), a Daoist Pirate (other nod). Characters could wield legendary (and silly) weapons like Occam's Razor or Hume's Fork. Quests could involve things like arguing at length with other party members on the nature of the hot dog prop placed in front of the players.
Also, the DM is a solipsist.
(See also this similar, old thread: If Only... (http://www.thecbg.org/e107_plugins/forum/forum_viewtopic.php?42023))
Quote from: limetom#19 - Philosophy
The PCs play various concepts based off of philosophical (or religious-based philosophical religions). For example, a Bayesian Empirimancer (nod), a Daoist Pirate (other nod). Characters could wield legendary (and silly) weapons like Occam's Razor or Hume's Fork. Quests could involve things like arguing at length with other party members on the nature of the hot dog prop placed in front of the players.
Also, the DM is a solipsist.
(See also this similar, old thread: If Only... (http://www.thecbg.org/e107_plugins/forum/forum_viewtopic.php?42023))
You've been reading dresden codak haven't you? ;P
Actually this would be an interesting game to play I think.
I think there are rules out there on the great internet for actually playing a Dungeons & Discourse game.
Quote from: http://www222.pair.com/sjohn/risus.htmRisus[/url] would be perfect for this.
You're right. Those rules aren't really particularly interesting...
But yeah, Risus might work as a system for setting up a lot of these games :)
At your (american) conventions do you gamemasters showing off their own indie-game creations and such? Or is focus mostly on the big commercial and published systems?
#20 - Honey I Shrunk the PCs
The PCs get shrunk and must fight their way off of a flea-ridden cat.
#21 - The interbody highway
Two PCs get body swapped, hilarity ensues. +5 points if they're different sexes, +50 points if they're different species.
#22 - Might I interject good sir DM?
The players submit a list of random encounters that they have created. They consist of a name and a short paragraph description of the event. During gameplay the DM randomly rolls dice, if they hit an appropriate number they must stop and roll on the list of player submitted ideas. Everyone must then roleplay through the encounter no matter how serious or ridiculous it is (the DM is free to edit out things like players gaining random powers or other things not in the spirit of what this is supposed to be... a chance to put your rp skills to the test).
#23 - Round robin DMing
This requires people that are comfortable as both players and DMs and can think on their feet decently well. The group creates a bunch of fluff only characters and starts an RP session. They roll a die (or do something else) to determine a set number of minutes that the DM gets to DM. After that time limit everyone passes their sheets one person to the left and continues in their new roles. The only main rule is that there can be no preparation, events and anything else must be thought up on the spot (though everyone is welcome and encouraged to take notes), conflict is resolved by rolling a d20 (highest roll wins, tie = reroll). It makes for a fast paced game where each DM has to be quick to keep things flowing and every player has to be able to keep in character as their assigned personality changes over and over. Voting for best dm, best player, and funnest encounter (etc) afterwards is encouraged.
#24 - Quest beyond the veil
The PC(s) dies and goes to the afterlife only to discover the horrible truth. The "great one" was actually slain many ages ago by his nemesis. This dark god has been maintaining a facade that his foe is still well and looking after his followers so that he can prepare for sudden Armageddon and finally achieve total rule over the cosmos. The hero must make a mighty journey to find a way to return to the land of the living to warn everyone and perhaps stave off the end of the world. All along the way he is hampered by the dark one who has so far succeeded in keeping anyone from returning to announce his plans. Even if they succeed it will be quite a task to defeat him and his forces.
#25 - Shedding the Mortal Coil
A variation of #24, this campaign also takes place in the world of the dead; only the place is unlike anything dreamt up by religion. A strange dreamlike place watched over by enigmatic creatures, this is also the home of anyone who ever lived; ride the soul-winds to the City of Bones, duel with Napoleon over the treasures of the Gatekeeper, and see the post-mortem works of such visionaries as Da Vinci and Tesla. The players take the roles of either newly arrived, the exotic natives, or any of a plethora of dead persons who live on in the strange world beyond our own.
#26 - Orpheus' Descent
In the tradition of the previous two ideas - a single-player campaign in which the hero must enter the underworld to rescue the soul of a lost love/other important person. Along the way he must overcome various guardians and befriend dead souls or spirits. The world would be a mixture of the Greek Underworld, Dante's Hell, and Diablo; there'd probably be a heavy sword & sorcery sort of feel.
I'm getting a very big afterlife vibe from these last few ideas hehe...
Actually I have always felt that when you are talking classic fantasy death shouldn't necessarily be the end. Instead of the player having to create a new character (or on the flip side the party just easily raising them from the dead) have them go on a quest of sorts to come back to the land of the living. The afterlife gives plenty of opportunities to explore a new and strange world.
#27 - Suddenly mages, thousands of them!
A sudden cataclysm kills off 90% of the human population. Of the remainer 1% suddenly begin developing strange mystic powers (control over the elements, mind reading, flight, etc). A powerful sorcerer rises from among the empowered, collecting like minded individuals to his cause and forges a coalition of mystics. His quick thinking leaves him in control of the known world as the mystics under him exploit and abuse the mundane population, driving them into a life of slavery and hard labor. Those mystics who resisted are killed or otherwise taken out of the picture. It's 10 years later with the earth firmly in the hands of the Coalition. The players have just joined a group of freedom fighters who have been struggling without success the entire time to overthrow their oppressors. (optional idea: You roll a die for each player, on a certain roll they get marked as a mystic. At some point in the game they will begin discovering their powers)
Why did you decide to kill 90% off for #27?
#28 - Chaos
One day, everyone on earth wakes up with the one power they most want, whether it be flight, teleportation, a shield, etc. None of them are terribly powerful, but the resulting chaos will prove to be an annoyance to the Police force (the PCs) in the cities, who are having to deal with their own newfound abilities...
#29 - Desertion
The PCs awake and find that they have been left behind. Over the night, everyone in the city/region/country/world have up and adisappeared, leaving you the only six people left. Find a way to bring the others back, follow them, see what happens.
Quote from: Cataclysmic CrowWhy did you decide to kill 90% off for #27?
Makes it much easier to have a destabilized world when there are no standing militaries or governments to oppose such a group.
To continue with the superpowers theme:
#30 - The Gifts
People all over the world suddenly discover that they possess strange and supernatural powers. No two of them are alike, although the powers do reappear when the carrier passes away. Most powers are minor: maybe you can bend your bones, make liquids viscous, or remove your eyes without visual impairment. The most powerful abilities - powers of immortality, disintegration, temporal control, prophecy etc. - are guarded both by states and individuals are as much curses as gifts since the carriers become hunted prey. The game could either center around the most powerful of the gifted and their involvement in world politics, or a around a group of gifted losers with less than useful powers.
#31 - The Objects
In 1973 three-hundred-and-seventy-three household items in the small village of Excellence turned magical. All the objects are indestructible and possess different strange powers which rarely have any connection to the original use of the item. From the phone that can eavesdrop on random conversations, over the explosive grandfather clock, to the butterknife that can petrify glass, each item can prove useful in the right situation and are hunted relentlessly by the few who know of them. Players are either thrown into the action when they discover one of the objects, or they came into the game willingly consumed by greed. (this is heavily inspired by The Lost Room - you should watch it if you haven't)
omg #31 is a brilliant idea CC :D
Can I use #30 for the basis of a short story?
#31 really is a great idea; I'm sad I didn't come up with it first ^^ But you should definitely watch the show, or at least check out their list of objects (although most are listed as power unknown because it is a question of trial and error).
And Sarisa, feel free to use #30. It's hardly a particularly unique idea, being but a spin on the classical superheroes idea, excepting the part where each power only appears once (and that many of the powers are less than useful).
ok this one was just too awesome to not save...
#32 - Would you like fries with that?
The nefarious Burger King kidnaps Princess Wendy and takes her to his White Castle. A Jester named Ronald teams up with a thief who only goes by the name 'Hamburglar'. Along the way, the duo team up with a Purple being, Grimace, a Chihuahua and a retired Colonel. Burger King sends his army of evil red robins to stop the unlikely heroes. it is a quest against time as each group seeks the taco bell... an artifact that could tip the balance of power in favor of the owner.
Wow, that sounds pretty crazy. And I don't even know half of those chains :p
# 33 MMORPG, the rpg
Terra, the new, hottests mmorpg have taken the world by storm, with its realistic economy, player run organisations and nations, incredible believeable monster AI and a single shared server. The players each play a gamer in this world, much like any other traditional rpg game, except: death's forgiving (though a grudge could last a life time). Nations are shaken at thier very fundation, not only through warfare and economic distress, but also by real-life drama and happenings. Virus and bugs can suddenly run rampart, though atleast they are more rare then the bands of PK'ers that runs around, offing people for the lulz. Merchants takes great risk, attempting to strongarm into a position of power, just to show off to thier other gamer friends, some even attempting to use exploits and cheats and the ultimate big bad evil guy might just be a currupt GM that uses Terra to live out his very own evil emperor power fantasy...and memes...oh god..the memes can appear at any moment too.
Can the players finish the quest while dodging gankers? Lead thier nation to greatness, despite the leader being busy with homework? Collect enough evidence to prove that a suddenly rich player within an allied nation is really a botter, or are they just being paranoid? Forge a guild of roleplayers, keeping up the spirit, despite griefers trying to ruin events? And is the hunch feeling, that the figther they ran into last week, is the cutie that one of the players in her class have a crush on, real?
Hmm, most MMORPG-RPGs seem to devolve into somewhat derisive hack and slash, but your idea actually has interesting elements of both roleplaying and meta-roleplaying (since you are essentially player and character at once and have to look at all other entities as being composed of two parts). And putting bots, love, cheats and memes into the equation just makes it more interesting.
I'm not saying I'd play that, but definitely one of the better ideas of that type.
Saw an awesome thread in the /tg/ archives upon which was an even more awesome idea... said idea inspired my own idea which I now post.
#34 - A Grave Situation
The PCs are friends hanging out at one of their houses. While the news is playing on the television in the background, a story runs about a mysterious fire which hit the entire block they are currently in, destroying several buildings including the one in which they stand. Investigating they can't find out anything. However things start getting weirder and weirder as they hear strange hissing and popping sounds and rooms light up from time to time with an unknown orange light. Things snap together when they walk outside and realize that nobody is reacting to them. Almost as if they can't see them. Cue epic "crap we're ghosts" storyline.
#35 - Facing Down the Inevitable
The players are told right at the start of the campaign that the very end will result in their deaths/destruction/etc. The campaign is no longer about the rise to success/triumph over evil. Instead it becomes a struggle for survival as they weave together the stories of their characters last days/weeks.
This one is a mix of #35 and dwarf fortress...
#36 - Trapped
The party was set upon by a vast group of nightmarish beasts while trudging through the rain at night. They fight their way out but they can hear more of the pack near them, hunting for them. By sheer luck they stumble upon a small, half collapsed cave entrance. Just as they get in the beasts find them and there is another brutal fight in which the ceiling collapses, closing up the entrance with tons of solid rock. The group is trapped and with no other choice must press on. They discover that they are within the ruins of a previously unknown dwarven city. As they head onwards in search of another way out they are drawn deeper and deeper into the abyss uncovering bits and pieces of the history of the place, which they discover was destroyed by some horrible terror from the depths. They go along dealing with traps, the local denizens, and various mysterious happenings. The truth is that there is no way out and in the end they must face death in some form or the other. Possibly from traps or the new locals... or from something more sinister.
Culled from a list from 4chan.
Warning: may induce "What."
Quote37. Thieves break into houses, steal nothing, refuse to leave.
38. Thieves break into houses, redecorate poorly.
39. Threat of shooty and choppy orks from distant future.
40. Threat of distinguished and articulate orks from Victorian era.
41. Rain of frogs plague town. Man discovers frogs to be competent dance troupe. Man conquers national performance circuit.
42. Philosophical zombies ponder meaning of love, pester passersby.
43. Attacked by snakes in wilderness environment.
44. Attacked by snakes in urban enviroment.
45. Attacked by urban enviroment; allies found in form of friendly snakes.
46. Advancements in magically powered musical instruments climaxes with crew of grunge rock pirate bards clashing with clan of heavy metal viking bards; town threatened by collateral damage from killer solos. Crafty punk rock gypsies armed with enchanted accordians seek to capitalize on ensuing mayhem; all are united in effort to stick it to uptight paladins trying to bring them down. Powerful vibes attract glam rock demons and dirty hippies.
47. Dungeons give chase.
48. Party endlessly pursued by screaming fans, accompanied by catchy 60s rock.
49. Innacurate historical re-enactment attracts ire of necromancer history buff.
50. Passive aggresive druids extoll virtures of peace, love, substance abuse.
51. Captain Hampton attempts to use violence to stop the Halfling Pirates of Willygoat, who, although they are wee men, have big swords.
52. Dwarves threatened by serial barber.
53. Half-ogre lint merchant and half-drow nobleman's hot jailbait daughter harbour forbidden love.
54. Effeminate prince mistaken for princess and dragon who has kidnapped him harbour forbidden love.
55. Earth elemental and gelatinous cube harbour forbidden love.
56. Society plagued by freakish crossbreeds.
57. Desert-dwelling cactus dryads pine for romance with travellers, endlessly complain about how their spiny bodies prevent intimacy, get kidnapped by group of masochistic yuan-ti in ironic twist.
58. Fire, Water, Wind and Earth Elementals use lifedraining magic ring in attempt to create Heart Elemental and complete ancient summoning ritual.
59. Kobolds blow it all up.
60. Reformed illithid working as hair stylist falls under suspicion.
61. Threat of mechanical war machines powered by steam.
62. Threat of mechanical war machines powered by clockworks.
63. Threat of mechanical war machines powered by love.
64. Miraculous self-replenshing canned food ration "Salient Blue" challenges ethics when discovered to be made of trolls.
65. Sinister cult believes key to peace and happiness is painting everything blue.
66. Disgruntled rebel fighters attempt to crash airship into king.
67. Ambitious rebel fighters attempt to crash moon into king.
68. Philosophical rebel fighters attempt to crash king into himself.
69. Empire besieged by macho, sideburned elves; kingdoms fall one after another, as no one believes they exist.
70. Master thieves break into museum and steal priceless portrait.
71. Master thieves break into castle and steal crown jewels.
72. Master thieves break into showbusiness and steal our hearts.
73. Fire-breathing, hammer-throwing tarrasque kidnaps princess; local sewer worker heroically pursues.
74. Notorious mummy sorceror defeats paladin nemesis by dousing self in lamp oil, igniting, and tackling him into a black hole. Everyone else in universe realizes that this is the most awesome thing that will ever happen, and falls into deep depression.
75. Paladin achieves ultimate power by replacing stick up his ass with immovable rod.
You're right; that list really does induce "What?!"
Quote from: limetomwhat limetom said
I posted the whole list in the "delete this thread" thread a while back.
76. Koopa rpg: Basically the PCs play as Bowser's minions against the mushroom kingdom toad army and the dreaded Mario Brothers.
(I think there are a few tg archived threads that discuss this, but I can't find them.)
while we're on the topic of 4chan...
#77 - The Robot Revolution
[spoiler](http://img18.imageshack.us/img18/1209/1254624514571.png)[/spoiler]
Quote from: Nomadicwhile we're on the topic of 4chan...
#77 - The Robot Revolution
[spoiler](http://img18.imageshack.us/img18/1209/1254624514571.png)[/spoiler]
nice.
#78 - Generations
This is a long term game detailing humanities fall into slavery and attempts to achieve freedom and takes part in several stages.
1: Crushing Point
The earth is invaded by an alien race which has been warring with another race for over a thousand years. Earth happened to be sitting at a junction required for their attempt to take one of their foes key sectors and so they came crashing down on humanity suddenly. Stopping nearly all resistance before it could start. The players play a group of people who have been brought together by the tragedy, fleeing from this unstoppable foe as they seek for the rumored undercity in hopes of finding refuge.
2: Revolution
The players play the children of the survivors of the invasion. The aliens have a firm grasp on earth and have been tearing it apart for resources. Humans are used for heavy manual labor as they are considered uncivilized primitives. The group is part of the resistance formed to fight off the usurpers. They undertake all sorts of missions to free slaves, obstruct alien operations, and play general havoc. In the end their missions culminate in the successful theft of a massive alien troopship. The resistance converts it into a colony ship of sorts hoping that at least some of humanity can seek freedom among the stars. The final battle involves the players in a huge push between the resistance and the alien security forces. The colony ship seeking to escape while the aliens attempt to stop it. The players are flying captured alien vessels, fending off waves of enemies in an epic scale air, space, and land battle.
3: Upon the endless ocean
The group are people selected by the resistance to continue on and establish a colony for humanity free from tyranny and oppression. A sabotage attempt by on board loyalists brings everyone out of cryosleep. The adventure centers around discovering what is going on, fighting off the saboteurs and recovering the parts necessary to fix the ship lest the mission fall into ruin in the open void.
4: Retribution
It is some years in the future, the colony has been largely successful when they are discovered by an outside force. The enemies of the usurpers. Agreements are made and the united human force joins them in the fight against their ancient rivals in hopes of freeing earth and the rest of humanity. This becomes a more standard fare sci-fi game with the PCs facing off against their foes. The ultimate culmination is the retaking of earth. However the total defeat of the enemy eludes them leaving open the possibility for an ongoing campaign as humans everywhere are thrust into this massive galactic war.
Quote from: Nomadicnow what chess game have you ever played where you got to roleplay the pieces?
Chessmen of Mars by Edgar Rice Burroughs (1922) :p
Just Another Day....The players make Averge Joe PCs driving to Fort Lauderdale Airport. It is rush hour on I-95. You're mission: Make your flight to Washington DC on time.
For added flavor, insert a random bait-and-switch zombie attack.
#80- Joe's Apartment
The PC's are rodents or vermin, (rats,stray cats,a whole swarm of cockroaches.) starting in a crummy inner city apartment building with the ultimate goal of reaching 'Dump Island'. They have to work their way out of the apartment building dodging pest control workers, crazed inhabitants wielding brooms, shoes, and homemade flamethrowers. Once out of the apartments they roam alleys and sewers in search of the elusive 'tugboat of trash' which will take them to their proverbial paradise-
an entire island made of garbage and waste, and completely devoid of human interference.
*casts raise thread*
#81 - The Other Side
Many years ago a group of humans discovered the ruins of an alien research vessel that crashed on earth ages ago. Research quickly showed that it was highly advanced and lest the world discover it and spiral into chaos as powers vied to control the technology, the researchers moved it to a hidden location and erased all knowledge of their expedition. It was researched and reverse engineered and a few tidbits of its technology were leaked (though always masked as the discovery of another) bringing forth the invention of nuclear and electronic technology and new views of the fundamental structure of reality.
After many years though one of the original members of the group, tired of the cloistering spoke out. Alien species had been proven as real with the finding decades ago and if the life on earth was any example than it was likely that there were hostile lifeforms out there that would gladly wipe humanity out and claim earth as their own. Research became manufacturing as the most well covered up project in history secretly funneled money and people into the creation of a defensive terran space force. All with the aid of the alien technology to mask what they were doing. With the completion of the force they bound themselves to a decree to keep safe the earth and to stay out of the way of history, to let humanity develop at its own natural pace, free from the threat of outside influence.
The force met no alien races for many years and lest it be a waste became almost a second earth, with stations throughout the solar system both in space and on other worlds. Humanity flourished in space yet was still largely unaware that it did so. The war fleet was used for transport and scientific pursuits as colonies continued to sprout up with no connections to earth (outside a few contacts that kept watch on things). The players come into this all as Terrans (derogatorily known as primitives by their space faring cousins) who stumble upon this and are forced off world by the organization in order to maintain secrecy. They struggle to find their place in this strange new world where they are at best viewed as strange eccentric people and at worst considered stupid cavemen. Then first contact happens and the players find themselves in a unique position as their talents draw them into the middle of the conflict against what proves to be a hostile alien force. The organizations military minds have been spoiling for a fight, but this threat is proving to be truly titanic and only through alot of courage and luck will earth remain untouched.
#82: Freud would have a field day
As a "social experiment" a wizard casts a spell that reverses the sex of all the inhabitants of a city overnight. Laws in this city forbid women from owning property, so everyone who used to own property loses it over night. Needless to say, chaos breaks out as people try to figure out what belongs to whom. Social metaphors, political messages, and much hilarity ensues.