MUs That We Would Love To Make (But Won't)
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My current TTRPG obsession is Deadlands and would love to see some sort of supernatural western-themed MU.
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I also want to do a SF game. Definitely original, and about planetary colonization - big emphasis on exploration, identifying and learning how to use planetary resources, some mystery, ancient ruins with creepy magitech effects, environmental puzzles, and so forth.
Unfortunately, my ideal would need to be heavily coded, and I am too shy to ever ask someone to put that much effort into something which, statistically, will fail within three months, and too low focus to learn what I would need to code it myself.
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@pyrephox begins HSPACE Chant
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@jennkryst said in MUs That We Would Love To Make (But Won't):
@pyrephox begins HSPACE Chant
Noooo.
My idea would be the colonization of a single planet, with either a crash-landed ship or - at most - a monitoring station that trips could be made up to so that you could have space-walking adventures and orbital dangers. The map would be divided into regions that would expand as new tech was built/reclaimed from the archives/discovered in the world, but I'd prefer to represent that in a 'resource cost' rather than OOC time.
For example - if you started out at the base camp, initially you have five regions right around you that you can explore, and each one covers about five miles, because the skimmers are locked in a crashed part of the ship, and that's as far as you're going to get on foot, in a hostile alien terrain that may or may not require hazard suits before you get the terraformer up and running. So you'd pay X amount of resources (effort/fuel/energy/whatever) to go out to them, scene regarding one of the Crisis Points of each territory if you've got some people and/or a GM, or you can go out alone and gather samples of 'Unknown Alien Flora/Fauna/Geology X32288' and its friends, and bring them back to the camp for analysis (which would also cost energy/skill checks), or give them to other people for analysis, etc. Then those Flora/Fauna would get names created by their discoverers, and skill checks would reveal one or more uses, + one or more threats. So, you might discover that an alien critter has dense, waterproof fur that is excellent for making cold-weather gear...but the code also throws out that its blood gives off a horrific, gut-curdling stench that causes anyone who smells it to require Grit/Constitution checks or be paralyzed while they wretch or try not to wretch. If the character then enters the sample into the colony database, then everyone gets the stats/behavior of that critter to be able to use in plots freely.
As the original regions become better explored, they take less energy to reach. When skimmers are released from the ship (or native fauna is tamed for riding), new regions open up that are BIGGER, because people can cover more ground, and those new regions take more energy to get to, but you might also discover things/recreate tech that let you have more energy.
An emphasis on discovering and transforming your environment rather than doing ships and interstellar travel.
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@botulism said in MUs That We Would Love To Make (But Won't):
with no Force/Jedi/Sith since they're supposed to be really rare post Order 66
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@alamias Deadlands is far and away my favorite TTRPG as far as a setting's flavor is concerned, and earlier editions ooze it with their character creation and magic systems.
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@flyrannosaurus I've had the 20th anniversary book on my shelf for a while, but just recently pulled it down to read since my son took an interest in playing it. I gave him the option of the old system or the new Savage Lands system and he chose classic.
I'm digging the system. I'm shocked the IP hasn't been picked up for a video game or movie. I know they tried to do an MMO once upon a time that fell through, but man this setting is ripe with lore and cool stuff.
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I've heard it said that it needs some cultural recalibration. It's better suited to a video game or an automated enemies style text game, as it's high action and crazysauce.
It also needs to decide if no one really knows about weird things, or if the living dead really cooled the Civil War. People should notice the dead walking around.
However, my players loved it. They were surprised at how well they knew the Western tropes.
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Sign me up for a Deadlands game, too.
On the subject of a sci-fi game, I've been re-reading my Trinity books, and think that would make for a good game. Possibly spinning off into an Aberrant game; maybe even an Adventure! game, too.
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The Seventh Syn/Rogues Gallery/Some other better name - Star Wars indie based mu*
A collection of ex-members of the Five Syndicates/the Pride/criminal enterprises and/or independent folks (mercenaries/bounty hunters/smugglers/runners/marauders/pirates/etc). In possession of one heavily modified star cruiser (capital class star ship) with a contingent of modified shuttles and star fighters. Tired of the Empire and the syndicates that thrive under the authoritarian rule of the Empire. Pre Battle of Yavin era, early remnants of what may become the rebellion.
Grey morale chars (with a lean towards 'good' - chaotic good) that do shoot first (original Han vs Gredo, Han vs Tobias Beckett). They do run drugs/smuggle/take on mercenary contracts to make money, sometimes they do good (show up as mercenary but go above/beyond cause its another Syndicate or the Empire).
Some hand wavy reason they have some location to hide the cruiser when not on operations, good jump coords to some hidden part of the outer rim or something, but capability to go anywhere really and enough small ships for groups of folks to go do adventure time shenanigans in their own play groups (or committed STs of said groups willing to coordinate with staff for some consistency.
ETA: Regular play is missions/runs, going to get a job, lining up a job, doing the job, snafu situations on the job. The base where the capital ship goes to restock/replenish is like some Island of Tortuga place with some city stuff for a break from high end adventuring but the adventuring is encouraged with XP and goodie rewards or something.
Every PC is a badass, top 5% to 10% of population highly capable, in every dangerous situations (so Boba Fett is badass, even if the blind Han accidently puts him in the Sarlacc).
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@il-volpe there'd be one ending to that game on a MU* and it's fucking
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I would like to see another anthology style MU*. But - and this is important - /without amnesia/.
Also, one that focuses on telling stories that just wouldn't fly on the average MU*. Break the world! Grand wars, murderous rampages, technological revolutions that Change Everything. Let people really dig in and tell all those gloriously melodramatic plots we've got tucked away, safe in the knowledge that in six months, this world is going to flit away in the wind. Nothing small or slice of life and definitely nothing that worries about 'balance'.
It might not be a hugely popular game, but gosh it would be fun.
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@pyrephox Right there with you. That would be AWESOME.
And I'm going to say, again, an Avatar game. Especially now that Magpie Games is coming out with a system for it.
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@reimesu said in MUs That We Would Love To Make (But Won't):
Avatar game
Magic Elemental Powers Avatar or Giant Blue Aliens Avatar?
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A Victorian-era Chronicles of Darkness game set in London.
Multiple spheres for multiple avenues of fun. Especially since Hunter 2E, Mummy 2E and Deviant all look kinda interesting as well.
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@rucket said in MUs That We Would Love To Make (But Won't):
A Victorian-era Chronicles of Darkness game set in London.
Multiple spheres for multiple avenues of fun. Especially since Hunter 2E, Mummy 2E and Deviant all look kinda interesting as well.
Aside from the multi-sphere thing, that would be awesome. I'd love one focused on Mortals for a real horror vibe, or a Lost game that focused on Huntsmen and urban horror over Court politics or building a Freehold.
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I (likely in the same vein as many of you) would love to make all manner of new MUs, but since I lack the coding ability and time, will never make anything.
More specifically, I would love to make a zombie apocalypse MU, where I secretly keep count of the remaining population of humans on earth (which would be a depressingly low sub 1000 number), and each time a PC (or NPC human dies), the population number goes down by one. Once the population number reached the total number of living PCs and NPCs, character generation closes for the remainder of the game. Once we get down to just a handful of PCs & NPCs left, we have one final scheduled event where the story comes to an end (most likely a dark one, or at least one with the PCs going out in the blaze of glory taking as many walking corpses with them as they can).
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@derp The Last Airbender Avatar. Although, the book covers 5 different eras: Kyoshi, Roku, the Hundred Years War, the Aang era (post show,) and Korra era.
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Ooh. I got another one.
A small town Unknown Armies game where hokey small time magic users in the early 1980s fight over control of the mundane population like feudal lords.