Roleplay Discussion and Game Ideas

BeRzErKeR

Perennially Perplexed Military Mind
Location
Virginia
This is the thread for posting ideas for a RP, recruiting players to a RP you're going to run, begging someone else to run a RP, getting help with RP systems or half-baked plot concepts, or just chatting about what kind of cool RP you'd like to participate in.

While the rules here are still somewhat in flux, please use your common sense and avoid proposing or advocating pornographic and/or distasteful RPs. Exactly where the line falls should be clarified soon; for now, err on the side of caution.
 
And since I've got a plot bunny nibbling on my ears right now, I'll kick things off.

If anyone else here is familiar with the Fading Suns universe, I've been thinking about running a quest set just at the time of the Emperor Wars. As the Houses begin to openly war against each other and the whole Empire starts to go to hell, the Universal Church of the Celestial Sun is suffering its own troubles. Tithes are dropping, Inquisitorial forces are going missing, the Brothers of Battle are starting to take sides, and violence has even spread to the surface of Holy Earth itself. In short, the situation is confused and dangerous.

Which creates an opportunity for you. Because you, while outwardly a faithful priest of the Church, are secretly the most dangerous kind of heretic; a Schismatic, someone deliberately working to split the Church. Perhaps you are a wild-eyed Temple Avestite, scorning the soft, weak-willed modern Orthodox Patriarch and his insistence on keeping the Inquisition on a short leash. Or maybe you're a radical Amalthean pacifist, disgusted by the violence and warmonging common among the upper ranks of the Red Priesthood, or an Eskatonic mystic seeking to open the eyes of your fellow priests to the ineffable secrets of your theurgy before their worldly corruption brings about the apocalypse, or even a commander of the Brothers of Battle just seeking to hold your corner of the galaxy together as the madness of the Emperor Wars begins to spread.

But whoever you are, you will find yourself opposed by deadly and implacable forces as you struggle to break away from the single largest and most powerful organization in the Known Worlds.
 
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a day or two back i got a really weird idea for a quest: A Pandarian Brewmaster get's dumped into another reality and ends up training one of the main characters in there ways. the quest would either be the brewmaster's POV or the students.

the frist character that came to mind for this was Anakin skywalker. (let's see palpatine corrupt them now)
 
I was thinking of a Heroic Spirit RP, where the players roll dice for which one they are, and are either dumped in Worm, mass effect, or Dragon Age. Unfortunately, I'm not familiar enough with the source materials to make this work, nor do I have the time, so I hope somebody will adopt this.
 
How about a R&D Nation Quest game?

SB always used to pick nation types that emphasized SCIENCE! Well what about a game where it isn't about picking the science-type nation, but what kind of science the nation specializes in?

Start the game off as a fledgling species just recently developing the mark-1 hyperdrive and is edging out into space. Limited industry, military, and political power due to the newborn nature of the planetary government. But you start off the bat with five R&D slots, plus a special R&D slot for very long-term strategic projects.

But can a nation dedicated to science survive the hordes of barbarians and warlike races around you? Lets put that hypothesis to the test!
 
I'd play it.

And speaking of R&D quests, let me quote from spacebattles the one I was thinking of doing after my current one ended...

Here's a random idea I've been pondering off and on for the past year or so.

It's called Space Wizards.

You see, in science's endless poking at the universe they found... Well, you can basically sum it up by understanding that sometime last month someone marched out of CERN wearing their labcoat over a wizard's robe and announced that it turns out magic is real.

Not only that, but it seems they also just posted the basics they found on how to use the stuff up on the internet, open source, and here's the address.

This caused some chaos of course, but you? You have a bigger dream. You dream.. of space. And you've taken a look at this 'how to do magic' stuff, and it makes sense to you. In fact, you could well say that you're a wizard. Or at least as close as anyone else is to being that right now. And being a wizard, you intend on using the magic to achieve your dream. And that's why you just registered yourself as a Space Agency...

Or, in other words, each player is leading a magical space agency for hire. Magic system would be somewhat open, as one of the points is to see what fun ideas people come up with, but random bullshit for the sake of bullshit is not invited. (And I do have an actual basic framework in mind. Feel free to try to figure it out in game..) Invent oxen powered space elevators, teleporting crystal spheres with magic lasers, sailing ships that ride the solar wind armed with homing fireball launching cannons, or perhaps breed psionic space whales to ride on...

Different countries will, of course, have their own interests and offer contracts in exchange for stuff, so you get to decide who to buddy up to and who to annoy by giving their rivals the death rays and Mars colony stations. Of course, perhaps you don't want to give the EU a half dozen super battlecruisers when they've been making noise about policing you all and actually having someone with authority up in space. And in the long run, how bound to earth do you have to be? I'm sure there's at least one person around who will be planning a new Martian Empire, complete with Tripods...

Anyone interested?
 
My main issue with it is that I have no where near a good enough system to properly do it justice, so if I did do it it'd be a lot of DM judgement calls...

Of course, given the intended freedom everyone is going to have, there might not be a system out there that can do it justice at all, so it'd depend on how much people trusted me to make fair judgement calls about how different people's stuff interacted and all that...

(The basic framework I mentioned is an in universe framework for how magic works, not an out of universe framework for running it.)

I mean, I have a basic system in mind which is pretty much stolen from several other quests, but how do you mechanically balance flying psionic space whales verses submarines drilling through the elemental plane of earth verses crystal spheres that sale upon the celestial aether? (And then the hard science using aliens show up and are like 'what the F*ck this is bullshit')
 
My main issue with it is that I have no where near a good enough system to properly do it justice, so if I did do it it'd be a lot of DM judgement calls...

Of course, given the intended freedom everyone is going to have, there might not be a system out there that can do it justice at all, so it'd depend on how much people trusted me to make fair judgement calls about how different people's stuff interacted and all that...

(The basic framework I mentioned is an in universe framework for how magic works, not an out of universe framework for running it.)

I mean, I have a basic system in mind which is pretty much stolen from several other quests, but how do you mechanically balance flying psionic space whales verses submarines drilling through the elemental plane of earth verses crystal spheres that sale upon the celestial aether? (And then the hard science using aliens show up and are like 'what the F*ck this is bullshit')
I mean, when it comes down to it, everything is DM judgement calls. That's what a ruleset is - a bunch of pre-prepared DM judgements. If you want freedom, then you have to be willing to make on the spot judgement calls. Speaking as someone who's run a game heavy of DM judgements about tech interaction/strength for over a year now, the most important things is to be consistent and willing to admit that you've made a mistake.
 
For further information, since this has me thinking about it again, the first thing I would ask players for is their paradigm.

Now, I'm not insisting that you write me an entire self consistent magical system, but I do want to know how your character approaches/uses magic, because that is what makes you as a faction unique and different then everyone else, as well as telling me what I should let you get away with. (Though of course, good arguments are always heavy weights on the scales.)

For example, I mentioned psionic space whales. Let's take a paradigm that could make those.

Random Player X uses the... let's call it 'Druidic Oversoul' paradigm. His or her character believes that all life is connected, in meditation and harmony with nature. He harnesses this deep connection with all living things to call upon the aggregated power of the entire ecosystem to achieve miracles with a trained will to focus it, and believes that all other living things can do the same.

So his system obviously uses living things to do magic, because only things can draw upon this deep connection. So you get whales, mutated and trained to call upon this power to swim among the stars instead of the waves, to amplify their sonar with their wills until it reaches from sound to gravity, forming a powerful sensor ability or focused to deliver shatter gravitic blasts. They use the power of their wills to twist space with awesomely powerful telekinesis to achieve superluminal travel, and tow cargo in telekinetically anchored containers. Perhaps they are specially evolved to have crews, or cyborgs.

Of course, obviously this paradigm could do a lot more things then space whales, like giant mutant coral passenger liners that ride the tides of solar wind and happen to use luminosity for self defense lasers.

But the paradigm still tells me the basics of how a player is going to play the game, and making everyone take their own (Or at least insisting that if people take similar ones they don't just copy each other.) makes sure that everyone is doing cool and unique stuff.

Because while that bio-paradigm is fun, with it's mutant teleporting giant wasps being based off of a symbiotic space tree for a carrier, it's still highly different then the paragram that summons elemental spirits, making giant flying submarines that swim through the elemental plane of water to take shortcuts in a realm where the speed of light can be sidestepped, which fires 'torpedoes' made from summoned and bound fire elementals, and with a protective sheath of lightning spirits serving as a close in point defense network.

(Hopefully people can see here how I took the 'Druidic Oversoul' paradigm and made three different ways people could make stuff from it... all from extrapolating from a single paragraph of how the magic worked for that player. You won't need an essay for paradigm, ideally, just a fair sized paragraph that gives you room to use your imagination)

I mean, when it comes down to it, everything is DM judgement calls. That's what a ruleset is - a bunch of pre-prepared DM judgements. If you want freedom, then you have to be willing to make on the spot judgement calls. Speaking as someone who's run a game heavy of DM judgements about tech interaction/strength for over a year now, the most important things is to be consistent and willing to admit that you've made a mistake.

You know, this is a fair point. And every time I bring up the game, people keep telling me to run it. It gets more tempting every time I remember this idea...
 
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I personally had an idea that SBers would be transported into Academy City as Espers, and would roll for gender and powers.
 
Right I'm definitely going in the next few weeks going to do a Marvel Movies (all of them), Doctor Who, & Sanctuary RP, with a future nuTrek inclusion.

Players will have a choice of the following-

Vampire - either Sanctuary ones which can walk in the daylight, or the alternate Blade-esque type which cannot except through the use of heavy clothing or sub-block.

Werewolf -a sort of halfway between AU Blade: Trinity ending, and Dog Soldiers.

Augment - yep, you're going to something akin to Khan, with healing blood which also makes you immune to infection from both vampire and werewolf blood.

Immortal - sort of akin to Flint (TOS) & Underworld. Your intensified electromagnetic field grants you immortality etc. You'll be around Captain America level.

Time Lord - You used an emergency transmat to escape the destruction of your TARDIS while fighting the Dalek fleet.

The obvious changes will be less Abnormals, and less overt alien attacks. So we''l take it from the beginning to nuWho inserted into Sanctuary and Marvel Movies. As this is Who based, there will be time travel involved that will likely take you into the future - nuTrek.

Q: Now before anyone asks why can't be play canon characters?
A: I don't think anyone will get their personalities right.

Q: Or why can't we play mutants?
A: This path leads to people arguing over powers and power gaming, at least from all my previous threads.

Any questions or thoughts?
 
Based on a game I played in on another board:
Players are the crew of a very important starship. They get two charchters, one command-level and one grunt-level charchter in a diffrent chain of command. (So you could have one person play chief engineer and a fighter pilot, and another play fighter command and a junior electrician, but not have the same person play the chief engineer and the junior electrician.)
 
Panopticon is moving, so if you guys like oWoD, an overdose of bad sci-fi references, and fanservice (by which I mean plasma cannons), you can catch up on it now. I will not formally purge it from SB unless Plan A fails.

Right now I'm something like 20/40 posts through the move.
 
Right I'm definitely going in the next few weeks going to do a Marvel Movies (all of them), Doctor Who, & Sanctuary RP, with a future nuTrek inclusion.

Players will have a choice of the following-

Vampire - either Sanctuary ones which can walk in the daylight, or the alternate Blade-esque type which cannot except through the use of heavy clothing or sub-block.

Werewolf -a sort of halfway between AU Blade: Trinity ending, and Dog Soldiers.

Augment - yep, you're going to something akin to Khan, with healing blood which also makes you immune to infection from both vampire and werewolf blood.

Immortal - sort of akin to Flint (TOS) & Underworld. Your intensified electromagnetic field grants you immortality etc. You'll be around Captain America level.

Time Lord - You used an emergency transmat to escape the destruction of your TARDIS while fighting the Dalek fleet.

The obvious changes will be less Abnormals, and less overt alien attacks. So we''l take it from the beginning to nuWho inserted into Sanctuary and Marvel Movies. As this is Who based, there will be time travel involved that will likely take you into the future - nuTrek.

Q: Now before anyone asks why can't be play canon characters?
A: I don't think anyone will get their personalities right.

Q: Or why can't we play mutants?
A: This path leads to people arguing over powers and power gaming, at least from all my previous threads.

Any questions or thoughts?

Okay put my thread up: http://forums.sufficientvelocity.com/threads/doctor-who-marvel-movies-rp-int-check-discussion.271/
 
Wait, if there's a quest subforum then why are people also posting quests in this part of the forum?
 
I have two ideas for quests. Unfortunately, I don't know a lot about the setting for one idea, and for the other, I've no real idea where I'd take it. Not to mention, I've never actually run a quest before. But anyways...

1) Strike Witches Quest: 1914. You are the (Polish-born) headmistress of the Lutsk College of Magic, the premier university-level institution for the training and education of witches across Europe. And in midsummer 1914, you're faced with a crisis. Lutsk is officially a neutral city, but in practice, it is governed by Russia - and after the assassination of Austrian Archduke Franz Ferdinand and the Austro-Hungarian demands imposed on Serbia, war seems imminent. Your (Russian-born) husband has received a mobilization order, your students and faculty are debating whether to leave or stay... and you've received a letter from General Radko Dimitriev of the Russian Third Army, ordering the closure of the academy, the internment of German and Austro-Hungarian nationals, and the conscription of all Russian nationals - including yourself. You've also recently received a letter from one Jozef Pilsudski, asking you to close the academy and bring yourself and fellow Polish nationalists across the border into Hapsburg Galicia to join his Polish Legions. And finally, you've received a petition from the student body [or perhaps the city council], asking that the College declare itself neutral and defend that neutrality with law, with their magic - and with arms, if need be. What shall you do - and how will you survive the conflict to come with your honor as a witch intact?

2) Ziyal Quest. You are Tora Ziyal, aspiring artist, half-Bajoran/half-Cardassian, resident of Deep Space 9, close friend of the station's tailor - oh, and the daughter of Gul Dukat. The galaxy is on the verge of war, and maybe if you were a spy, a captain, a legate, or a general, you'd be in a position to stop it. But what can you do as an artist? And how will you survive? [I'm not actually sure the right time to set this, to be honest.]
 
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Right I'm definitely going in the next few weeks going to do a Marvel Movies (all of them), Doctor Who, & Sanctuary RP, with a future nuTrek inclusion.

Players will have a choice of the following-

Vampire - either Sanctuary ones which can walk in the daylight, or the alternate Blade-esque type which cannot except through the use of heavy clothing or sub-block.

Werewolf -a sort of halfway between AU Blade: Trinity ending, and Dog Soldiers.

Augment - yep, you're going to something akin to Khan, with healing blood which also makes you immune to infection from both vampire and werewolf blood.

Immortal - sort of akin to Flint (TOS) & Underworld. Your intensified electromagnetic field grants you immortality etc. You'll be around Captain America level.

Time Lord - You used an emergency transmat to escape the destruction of your TARDIS while fighting the Dalek fleet.

The obvious changes will be less Abnormals, and less overt alien attacks. So we''l take it from the beginning to nuWho inserted into Sanctuary and Marvel Movies. As this is Who based, there will be time travel involved that will likely take you into the future - nuTrek.

Q: Now before anyone asks why can't be play canon characters?
A: I don't think anyone will get their personalities right.

Q: Or why can't we play mutants?
A: This path leads to people arguing over powers and power gaming, at least from all my previous threads.

Any questions or thoughts?
what is an augment and what is dog soldiers?
 
I've been feeling an itch to GM a Legend of the 5 Rings game for quite a while now. Unfortunately it's hampered by A. I don't many people who play and B, I'd just take the timeline and toss it out the window, and C. I have no GM experience whatsoever but it'd be fun to do for an experiment.
 
I've been feeling an itch to GM a Legend of the 5 Rings game for quite a while now. Unfortunately it's hampered by A. I don't many people who play and B, I'd just take the timeline and toss it out the window, and C. I have no GM experience whatsoever but it'd be fun to do for an experiment.

I have all the books, but don't know the system overly well. Plus which setting would be use?
 
I have all the books, but don't know the system overly well. Plus which setting would be use?
Rokugan as defined under the 4th Edition books. I've got all of them except Book of Water, but I still need to go through Imperial Histories. Just because I don't intend to use the timeline wholesale ever doesn't mean I intend to ignore it. :p
 
Rokugan as defined under the 4th Edition books. I've got all of them except Book of Water, but I still need to go through Imperial Histories. Just because I don't intend to use the timeline wholesale ever doesn't mean I intend to ignore it. :p

But there is the space setting, and one another that I can only vaguely recall. There is Imperial Histories 2 as well IIRC.
 
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