May 17, 2024 11:09 pm
The characters would be crew on a rusty tramp ship that’s plying the South Pacific during the 1920s golden age of tramping. Ideally, one or more of the characters would own the vessel, increasing the stakes and maybe adding in a basic resource management element. Others could be drifters, dissidents or runaways from anywhere in the World—London, Shanghai, San Francisco, whatever. Ex-criminals, restless war vets, Trotskyite fugitives, aristo remittance men, etc. To add a noir feel, all could own some pretty serious flaws or dark pasts.
Based initially out of New Zealand, they’d deal with rough rivals, high seas and supernatural and cryptozoological dangers. How far we want to fly with the latter can be agreed before play.
I’d like to play no more slowly than 3 posts a week, and ask players to keep to that pretty reliably (or let me know if things get tight irl). Players would need to know a little about the 1920s- for example that it was after WW1 and before WW2. But no more than expected for a Call of Cthulhu game in the same period. At least be a bit interested in the ‘20s part of it.
I’d like to use either FATE or Savage Worlds . Partly as I’m new to the site (though not PbP), and I’d prefer to use a system I’ve GMd online extensively. If we chose FATE, we’d use a fairly low skill ladder (maxing at 3, say) , to build competent but very human characters. If Savage Worlds, making Novice level characters, since SavWo characters are pretty bullet proof with their bennies and soaks. With the ‘Novice’ therefore designating the game’s power level rather than characters’ in-world level of experience.
Again, we could decide how far we wanted to go with the noir feel— whether we wanted an Indie Jones type feel-good pulp adventure, or go for a darker Wages of Fear/ Treasure of the Sierra Madre angle.
Please express interest and character ideas if any come to mind. I’m interested also in any feelings about the options I’ve mentioned (system, degree of supernatural element, fun adventure or darker noir).
Based initially out of New Zealand, they’d deal with rough rivals, high seas and supernatural and cryptozoological dangers. How far we want to fly with the latter can be agreed before play.
I’d like to play no more slowly than 3 posts a week, and ask players to keep to that pretty reliably (or let me know if things get tight irl). Players would need to know a little about the 1920s- for example that it was after WW1 and before WW2. But no more than expected for a Call of Cthulhu game in the same period. At least be a bit interested in the ‘20s part of it.
I’d like to use either FATE or Savage Worlds . Partly as I’m new to the site (though not PbP), and I’d prefer to use a system I’ve GMd online extensively. If we chose FATE, we’d use a fairly low skill ladder (maxing at 3, say) , to build competent but very human characters. If Savage Worlds, making Novice level characters, since SavWo characters are pretty bullet proof with their bennies and soaks. With the ‘Novice’ therefore designating the game’s power level rather than characters’ in-world level of experience.
Again, we could decide how far we wanted to go with the noir feel— whether we wanted an Indie Jones type feel-good pulp adventure, or go for a darker Wages of Fear/ Treasure of the Sierra Madre angle.
Please express interest and character ideas if any come to mind. I’m interested also in any feelings about the options I’ve mentioned (system, degree of supernatural element, fun adventure or darker noir).