Which canon property/setting would be good for a MU* ?
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@Ominous it's a good system. The magic can get a little cumbersome. However I've found d20 leveling to be a bit troublesome for mu due to power creep between new and old players
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Under 30 days? Still fresh enough to not be threadmancy!
To any of you who might have been interested in the Degenesis setting, they just released a campaign splat focused around a particular area that used to be France.
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The Expanse has been mentioned. I would play the fuck out of an Expanse game, beltalowda.
As far as D&D settings go, I'd love a Birthright or a Dark Sun game. I owned the BR setting materials when I was younger but sadly never got to do nearly as much with it as I would have liked.
Anybody remember the Thieves' World anthology series from the 70s/80s? Sanctuary would, IMO, be a perfect setting for a MUSH. (Which I would also play the fuck out of.)
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There is a 3rd edition D&D campaign setting for Thieves' World. I have yanked some stuff from it for D&D games I have run, like it's longer, ritualistic casting system. https://greenroninstore.com/collections/pdfs/products/thieves-world-players-manual-pdf
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At the risk of playing into my stereotype of RP preference, I've been thinking out the proper format for a Grand Theft Auto MUSH for years. I'm working on something similar, but with a way different approach. A purist's form would be a world inside an alternate reality of a famous city during a cultural fixture criminal underworld time period. The problem has always been, how do we prevent every player from wanting to be the main character? An original character MUSH is the easy fix, but it's a hard sell, since everyone would be mimicking the feature characters from, say, Vice City. So you'd need a MUSH everybody got to be Tommy Vercetti sometimes, but you'd also have Ken Rosenberg and Sonny Forelli and all the goons, without typecasting the entire MUSH into a video game plot.
My solution is to pick a city that doesn't have a game devoted to it, in the proper time period, and make it into a game with the proper trappings. You'd need a summon locker of vehicles to steal, a property system, a capability of giving out missions in exchange for IC cash (perhaps everyone would earn cash from a mission, and everyone could give out missions, but giving out a mission wouldn't cost cash, since you'd be getting it from your 'set'), a locker of weapon hardware to spend IC cash on, NPC bystanders being endangered or deliberately targeted as a modifier for collateral (or for Respect), skill building, and the famous Wanted rating, which you'd have to heavily modify from the game. Maybe Wanted Stars, which would build up from mission pay level, NPC deaths, vehicle theft, the firepower being discharged, etc., would open up the possibility of player health damage from NPC police pursuit, with the Wanted star increase odds stacking the longer you spent Wanted, and a Busted possibility raising the higher the stars went, playing against the skill levels your character has.
The concept is arcade-like, not realistic, which would have to be a design aesthetic.
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Cthulhu mythos-esque. No 'WoD but includes lovecraftian elements'. With a side order of Jericho...although scaled down. I remember there was this game series (never officially translated into English), each instalment was a Wizardry level of tinkering with a player designed party. Classes ranged from the smooth talking Detective/Private Investigator (Fighter with a side of diplomacy) to Mediums (able to absolutely slaughter non-corporeals and heal) and lastly Scientists using their Weird Machines (rough translation) to blast ghosts with pure Science! That...again, modified to impart a slightly less JRPG tone might be damned fun.
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I just found out there was a short-lived Metabarons/Jodoverse RPG using the WEG d6 system.
Does anyone have any experience with this system?
Would the universe be a worthwhile space opera-style theme that's at least slightly less grimdark than, say, 40k?
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I don't remember if this was ever mentioned, but here are my hefty $0.02 of what I think would be a good setting for a MU* (or as I like to call it my dream game settings)
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The Magicians: I think that Breakbills, Breakbills South, Neitherlands, and Fillory could all make for good landscapes, but you could also just create a few other realms if you want to deviate a bit from the canon material (by way of one of gazillion fountains in the Neitherlands).
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Red Rising: If you haven't read the books, I would strongly recommend them. Awesome! It has an entire class/caste system (Society of Colors). It's one of those that would also be fun for someone looking for a sci-fi Lords and Ladies type game/concept
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Poltergeist: The Legacy (or Friday the 13th: The Series or Warehouse 13): You all play mortals or mortal+ (to use the WoD "race") traveling, investigating, protecting the world from powerful/dangerous objects.
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The Old Kingdom/Abhorsen: Two different worlds divided by one wall. A world of plain mortal men and women, and a world of magic (free-magic and charter-magic). It has a developed enough world and timeline that one could squeeze an original game setting somewhere within.
There are others I'm sure I have floating in my head, but here are some that wanted to be noted in the conversation.
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@DarkDeleria Your poltergeist idea touches on themes in Call of Cthulhu and Delta Green.
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The Old Kingdom /Abhorsen trilogy
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Lords of Gossamer and Shadow (in the vein of Amber, but not, admitedly building a central location could be cool.
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I /NEED/ a Pirate Game.
Need it.
So bad.
Now that I am job hunting I keep wanting to build one because I have extra prime time... time.
But I want a Pirate Game. Give me a D&D game with pirate focus. Give me an Earthdawn game with Sky Pirates as playables. Give me a ShadowRun game set in the islands. Give me a Lord and Ladies game set in the 1700's down in the Bahamas.
Give.
Me.
Pirates. -
i had spoken to someone who was thinking of developing a pirate game. Dunno where they ended up with things though
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gorean so we'd have a containment MU for those kinds of players and not because it's my kink shutup
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@Lithium With your voracious need for a Pirate game would it be closer to:
- Pirates of the Caribbean
- 7th Sea
- Airship Pirates (a la the band, Abney Park)
- Pirates of Dark Water (good cartoon that ended too soon)
Just curious which flavor your drug is
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@fatefan
It is the same system they used for Starwars and most of their other stuff. I have a ton of experience with the system but none with the Metabarons in particular though I do have one of the supplements they put out for it.
As to the system itself I think it lends it self nicely to high action type of games, however opinions on it are pretty polarized as a lot of folks hate it. -
What sort of pirates?
Swashbuckling good guys?
Heist stories?
Betrayal and bloodshed?
Political and cultural change? -
@Misadventure Yes.
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@Arkandel Much as I love the genre, it doesn't work online.
Ships are separated.
Distance matters.
Either you are all good hearted OR there is crew tension.
Players do not like losing, dying, or even retreating.
Players do not like actual survival scarcity.
Players try to up the technology level with their OOC knowledge.
If everyone is special, no one is playing together.Also, sinking a ship is hard.
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@Misadventure I'm not a huge fan of the genre ( @surreality being excited about it enough to make a game was enough to get me want to give it a try, but that's because it's @surreality), I just think it can be done if it's just right.
A "ship mission" doesn't need to be different than a "dungeon crawl" in D&D; it'd be silly of people to geographically isolate themselves long-termly by making it necessary to be on a ship for X days/weeks at a time, separate than the game. Likewise there be a single central port where they all gather between missions - since that's where most of the RP will take place - even if, due to having ships at their disposal they can have scenes in different locations if they want to.
It's doable. Like much else it depends on the setup. The other problems you mention are basically universal across almost every game ever.
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I still like the idea, someday, of a Stargate game.
I can't remember if I posted this on here before or not, but I had a design for one ages ago, where people were encouraged to have multiple alts, and then you assembled SG teams out of those varied alts.
During downtime, everyone could RP at Stargate Command, but then you'd have someone (including potentially another player) write up an offworld mission; an SG team would be assigned, and be sent out (to a temporary plot 'soundstage' which would be assigned a set of gate coordinates; you could later dial those gate coordinates to get back to any previous soundstage).
The upshot of which would be that you had a general-RP setup around SGC, but would run the offworld missions like little short tabletop sessions. And then you could have staff run 'seasonal' arcs that had multiple parts and involved multiple SG teams, like a potential Goa'uld invasion of Earth that you have to stop, etc.
I'm not 100% certain it would work, but it's still an idea I was fond of.