Difference between revisions of "WS-Varied Game Pitches (Coming Soon)"

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(Created page with "This is just a collection of potential game pitches for the Lords room. Each are developed to a varying degree as some are fairly new while others have been stewing for years....")
 
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==Crush Depth==
 
==Crush Depth==
 
==Tombstone==
 
==Tombstone==
"The last thing you heard was the click of an outlaws revolver as you swore vengeance in this life or the next. Funny thing about oaths is they always hold a spark o power and something decided to hold you to it. Welcome back, partner."<br>
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"The last thing you heard was the hammer of an outlaws revolver as you swore vengeance in this life or the next. Funny thing about oaths is they always hold a spark o power and something decided to hold you to it. Welcome back, partner."<br>
  
  
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Social: Medium, depends heavily on PC choices. <br>
 
Social: Medium, depends heavily on PC choices. <br>
 
Combat: Medium/high, depends heavily on PC choices.<br>
 
Combat: Medium/high, depends heavily on PC choices.<br>
Weird: Hight, you start as the undead freshly risen from your grave in the old west for reasons and methods unknown to you. Things will only get stranger from there.  <br>
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Weird: High, you start as the undead freshly risen from your grave in the old west for reasons and methods unknown to you. Things will only get stranger from there.  <br>
  
 
==Saucers==
 
==Saucers==
 
==Duty and Dusters==
 
==Duty and Dusters==
 
==Hostile Skies==
 
==Hostile Skies==

Revision as of 00:35, 30 December 2017

This is just a collection of potential game pitches for the Lords room. Each are developed to a varying degree as some are fairly new while others have been stewing for years. Each has notation for its intended tone, amount of social or combat, and how 'weird' it might be either from the start or when it gets rolling.


Note, that I tend to stick to the following golden rules when GMing (unless otherwise noted):
1. Sandbox style games where I try rolling with the consequences of what the PC's do. Intentional or otherwise.
2. NPC's are more than loot and XP dispensers and have their own goals and motivations. That said the time spent on those aspects depend entirely on how important a given character is.
3. Anything the PC's can do in terms of tactics or tricks the NPC's can and will eventually figure out themselves given enough time and exposure.

Steel Sky

"Do you like interwar diesel-punk? Do you like Gritty Adventure Pulp and Weird Science with a side of Conspiracy? Do you like the idea of punching Nazis while on the back of a burning anti-gravity flying ship just like Indiana Jones? Then this is the game for you."


Tone: Gritty Pulp, PCs are still 'real people' in the 'real world' but clearly stand head and shoulders above the common folk even at game start.
Social: Medium, depends heavily on PC choices.
Combat: Medium, depends heavily on PC choices.
Weird: Medium, starts with a interwar era we'd recognize but with the recent development of practical anti-gravity called 'lift engines'. The potential only goes up from there.

New Dawn

Gods of War

Lost Souls

Crush Depth

Tombstone

"The last thing you heard was the hammer of an outlaws revolver as you swore vengeance in this life or the next. Funny thing about oaths is they always hold a spark o power and something decided to hold you to it. Welcome back, partner."


Tone: Larger than Life with a bit of grit for flavor.
Social: Medium, depends heavily on PC choices.
Combat: Medium/high, depends heavily on PC choices.
Weird: High, you start as the undead freshly risen from your grave in the old west for reasons and methods unknown to you. Things will only get stranger from there.

Saucers

Duty and Dusters

Hostile Skies