I've been giving some thought to the notion of a future campaign. I have three ideas, each of which has its attractions:
Firefly: Season Two
This is exactly what the name suggests. Well, okay, not quite: the characters would be the crew of a Firefly-class ship, but they wouldn't be the crew of Serenity. But other than that, it's what the name implies: get a ship, get a crew, keep flying.
Pros: Firefly!
Cons: There are two cons here. The first is that I've no clear idea what such a campaign would involved. That's not a huge issue, as I'd intend it to be pretty sandbox-y anyway, but it would need some thought. The other big con, though, is that the new "Firefly RPG" isn't actually out yet, and so I don't know if it will be any good. And although "Serenity" is good for one-shots, I wouldn't like to use it for a full campaign; I would certainly prefer something more robust.
Star Wars: Mob War (working title)
Set in the immediate aftermath of "Return of the Jedi", this is a campaign centering around the vacuum of power caused by the death of Jabba the Hutt. The PCs would all be minor players in the underworld in the Outer Rim, cut adrift from their former patron. Of course, with Xixor, Darth Vader, and the Emperor all dead as well, there's a whole lot of chaos about the kick off.
(This would be a SWSE campaign run under the SW6 method I mentioned earlier. And with one important rule: no Jedi. In fact, the Force Sensitive feat, and everything associated with it, would be banned from the game.)
Pros: The idea for this one came from a moment of inspiration, which is generally a good thing. Plus, it's a rich vein of material which could be productively mined.
Cons: I've just done Star Wars, and came away rather disillusioned. Perhaps it's better to do something else instead?
Age of Worms/Dark Sun
This is a campaign that I wanted to run way back when "Age of Worms" was first published. There was something about that Adventure Path that seemed particularly suited to use in Dark Sun, and the whole combination seemed to fall out nicely.
Plus, it being an Adventure Path, the required preparation work would be fairly minimal.
Pros: Little preparation required, and good source material.
Cons: It's an Adventure Path. Whereas the other two campaigns are much more sandbox-y in style, this one would very definitely have a pre-written storyline with only so much opportunity to deviate from that. (It would also require some conversion notes, but those are reasonably minimal, I think - between Dragon's"Dark Sun" articles, the "Expanded Psionics Handbook", and "Sandstorm", a lot of it is already done.)
No comments:
Post a Comment