Jun 3, 2016, 2:01 AM

I stay bored at work. So I theorycraft.
I wonder what the interest would be in an original supernatural MU*, not pulling from WoD or Dresden or anything like that. I had been theorycrafting some things just because, well, boredom but... I think I like what I ended up pondering on, and wondering if there might be a market for it.

My thoughts are as follows:

  • Original theme, focusing on a vampire society originating from, and based on Roman hierarchy. Inspiration drawn heavily from the Spartacus TV show with a heavy dose of the theatrical and mythological
  • Modern world set in a big city like NYC, with vampire society being very Roman-esque with shades of the Nobility and their 'decadence unto the end' from Vampire Hunter D, divided into houses/families/lines of descent (standard Roman stuff, but also cribbing from the Houses in GoT), with some set up as default antagonist groups
  • Other supernaturals exist (standards like witches and weres, but also weirder shit like Crow-analogues and true mythological creatures that exist in the modern world, ala Percy Jackson), but are on the periphery -- and might be at war with the vampires, or in loose alliances (think The Originals and how New Orleans is set up), or just saying 'Get the fuck offa my lawn, or Imma stab you with my minotaur horns'.
  • A game skewing more Blade/Underworld/Buffy, with a more high action feel in addition to the societal stuff that is a common trope of the 'aristocratic vampire' trope.
  • A game starting out more heavily CvE but moving towards a heavy CvC (like, say, along the lines of Robert's Rebellion from GoT/ASoIaF)
  • Less 'tabletop systems on a MUSH' and more 'automated systems for many things, particularly combat code with lots of options for PCs, as well as methods for general non-combat +rolls that function as one would expect from TT'. If you've played at a Transformers game, that type of conflict resolution for fights would be what I would be aiming for/setting up.
  • Cribbing and stealing liberally from the things that work (like power arrangements from WoD to convert into cool stuff, or the visuals of Grimm's Wesen for Bygones, for example)
  • Allowances for player-based fluffing of things (like, an ability that controls shadows to attack, would be 'this is a Level 4 weapon' and give examples of fluff, such as shadow-forged weapons, tentacles, or stabbing someone in their shadow to deal damage to their body)
  • Drawing heavily on Roman and Greek mythological tropes for the backstory and history of vampires (cursed by the gods Diana and Apollo in particular).
  • Drawing on cool stuff from other sources to give neat stuff for people to do, interact with and to be inspiration.

I will probably expand on some of this just because, well, I like to write stuff up. But I think it's a sound premise and a good alternate to the standard WoD (which is what I think tripped me up with the OWoD game, using an unfamiliar system with something hyper-familiar to everyone who would be interested in it).