• Pitcrew

    Thank you for contacting the Woodward Agency. Rosie speaking. How may I direct your call?

    It's the early nineties and you're what people call Lucky. You live in the city of New Coventry, Maine, home to about a million people, and no small number of cryptoids - the strange creatures that defy mainstream scientific classification. You work either full-time or part-time for the Woodward Agency, where you use your Advantages as a Lucky individual to help exterminate nuisance monsters and preserve the environments of more fragile creatures - whether that's protecting unicorns from horn-poachers or shotgunning harpies in their big stupid faces.

    Our game is set in the 1990s on a version of Earth that's just a little off-normal - things are a little grittier and more prone to the fantastic, especially for Lucky individuals. We're using Ares and FS3 (with house rules for Luck and Advantages). Suggested reading to get your arms around the theme:

    • The Woodward Agency - The Woodward Agency's goal is to ensure the preservation of wildlife, specifically the creatures that are especially susceptible to human intervention.
    • The Lucky - It's not magic, it's just really good luck.
    • Cryptoids - The "magical" flora and fauna that the Woodward Agency charges itself with preserving (and sometimes exterminating, let's be honest).
    • New Coventry - New Coventry, Maine. The city of a million people - where the action occurs.

    You can find us at: woodwardagency.com port 4201 or https://woodwardagency.com


  • A game where 75% of the entire population of Maine live in one city. Interesting.

  • Pitcrew

    @zombiegenesis said in The Woodward Agency:

    A game where 75% of the entire population of Maine live in one city. Interesting.

    And 100% of imaginary creatures we made up.

    We're clearly striving for realism. :)


  • @krmbm As an honest criticism, as someone who lives in Maine, this actually takes me right out of it. Even more so than "cryptoids". The concept of a city large enough to support 1 million people in this state just asks too much from the concept of suspension of disbelief for me.

    In my opinion, if you want to set a game in a city that can support a million people...set it in a state where it makes sense. That's just the singular opinion of a random dude on the internet though, so who cares?

  • Pitcrew

    @zombiegenesis sorry it takes you out of it! I hope you find a game you can enjoy :)

  • Pitcrew

    @zombiegenesis I appreciate the feedback. If the population of the city we made up to house the boogerfishes is what kills your immersion? This isn't the game for you. We wish you luck finding one that works for you! :)

  • Pitcrew

    I have no horse in this, but is having a city of 1 million people important to the game? Genuine question. I live in a city of 500k and I can tell you it's definitely pretty damn big.

  • Pitcrew

    @testament said in The Woodward Agency:

    I have no horse in this, but is having a city of 1 million people important to the game? Genuine question.

    Yes. :)

  • Pitcrew

    @testament said in The Woodward Agency:

    I have no horse in this, but is having a city of 1 million people important to the game? Genuine question. I live in a city of 500k and I can tell you it's definitely pretty damn big.

    In relation to this, what sort of feel are you going for?

    I ask because if it's "quiet stretches of big woodsy areas where creepy shit happens", which often seems to be what game-runners are going for when they pick Maine, that can be hard to balance against a city with a massive population.

    You would probably need a pretty big grid to do it! Or at least a grid that describes being stretched out over a pretty big swath of land. Otherwise things start getting weird like they did on the Reach.

  • Pitcrew

    @aria said in The Woodward Agency:

    You would probably need a pretty big grid to do it! Or at least a grid that describes being stretched out over a pretty big swath of land. Otherwise things start getting weird like they did on the Reach

    The game is already built and ready for play. But thanks for everyone's feedback.

  • Pitcrew

    @aria said in The Woodward Agency:

    In relation to this, what sort of feel are you going for?

    I'm gonna be honest and answer this with what's on our front-page: "We also like to warn everyone that we're not profound storytellers looking to reveal deep mysteries. There's a lot of silliness and tongue-in-cheek tucked into the world for a reason: We're here to have fun and tell some stories. Metaplot isn't our strong suit, but if you like boogerfishes, you've come to the right place!"

    For reals. If the size of the town kills it for folks? We are not the people they want to play with.

    This isn't us saying those folks suck or they're Wrongy McDumbheads. It's us acknowledging that the way we play and tell stories may not jive with what they're looking to get out of roleplay.

  • Pitcrew

    @krmbm said in A Regency MU (Conceptual):

    Not for nothing, but if @Pyrephox's perfectly reasonable questions, phrased politely and inquiringly, made you feel torn down? Running a game is gonna be brutal.

    <blinks>

    irony

  • Pitcrew

    @aria I don't know what your gif is, as I have them turned off, but I hope that didn't come across defensively, as I certainly don't feel torn-down by the questions. If it did, please know that it wasn't my intention.

    I'm happy to answer questions! Perhaps I misunderstood yours? Or just wasn't direct enough in my answer?

    The feel we're going for is silliness and tongue-in-cheek.

    If that's not what you like, then you won't like this game. If it is, then you might! :)

  • Pitcrew

    @aria the answer to your question was replied with honest well intentions. We were going for a game feel of silly, kinda campy, with the occasional splash of scary funny.

    This can all be deduced from our help and theme files, which can also be read to understand the feel we are going for.

    Please also feel free to stroll thru the locations to see how we built the game.

  • Pitcrew

    Oh! The other thread is not an indication of my feelings about this concept, btw. It's AU, and the size of the county is specified! This seems neat.

  • Pitcrew

    @kanye-qwest said in The Woodward Agency:

    Oh! The other thread is not an indication of my feelings about this concept, btw. It's AU, and the size of the county is specified! This seems neat.

    I wasn't taking it as such, but totally appreciate the clarification. :) I was braced for OMG NOT ANOTHER GAME IN MAINE!!!! The board was due for this conversation, anyway. ;)

    I just forgot to brace @bear_necessities for it, because I'm a bad friend.

  • Pitcrew

    We're starting to get a good playerbase going and are running some events over the weekday/weekends. One-off contracts right now, but I'm working on a longer-term plot (and then a LONGER longer term plot) that'll be good for both combaty and non-combaty type players. Come join us! The hijinks shall continue!

  • Pitcrew

    Now Hiring!

    The Woodward Agency has immediate openings for skilled contractors! Yeti-intervention will be needed in the near future, and a fairy garden has been found along the shores of Lake Knickerbocker.

    Our contractors range from doctors at the local hospital to college kids just trying to pay off tuition. (Both available roster PCs, along with about 20 other pre-made concepts.)

    Submit your resume today at our offices: