Pitch the game you don't have time to run

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Feb 25, 2025 8:41 pm
The idea is simple: Pitch the game you don't have time to run ... not right now, at least :)

Maybe you rolled a 19? Maybe you just need to get the idea out of your system? Maybe you're looking for advice? Either way, write a pitch of your game and share it here with absolutely no obligation to actually run it.

It's ok if the idea is half-baked, and the pitch can be as long or short as you like.

I will share some of mine to get us started (one short, one long).
Feb 25, 2025 8:42 pm
Title: Welcome to Valhalla!
System: I could do this with D&D 5e or SWAdE

Scene one: A huge Viking battle where the PCs fight on various sides. All the PCs die, some of them kill each other.

Scene two: Everyone wakes up in Valhalla. Where are the gods? Who orchestrated the battle? Do we need to argue over who killed whom?

That's all I've got :)

Why am I not running this: Lack of time and not really sure what to do after scene 1.
Last edited February 25, 2025 8:43 pm
Feb 25, 2025 8:51 pm
🪖 Band of Bastards - D&D 5e
https://i.imgur.com/sEqubKn.jpeg
[ +- ] Mood music
https://i.imgur.com/l2HsgP5.jpeghttps://i.imgur.com/RNKYs2u.jpeg
https://i.imgur.com/2RhR6xJ.jpeghttps://i.imgur.com/Mdytv8W.jpeg
https://i.imgur.com/VlgRM7e.jpeghttps://i.imgur.com/29Zmbib.jpeg
https://i.imgur.com/dOKylQq.jpeghttps://i.imgur.com/cZTfQne.jpeg


Parachute
Noun
From the ancient language of Ecnarf
Composition of "para" (meaning counter) and "chute" (meaning fall).

Harness imbued with single use transmutation magic that allows the wearer to descend safely to the ground in case of a high-altitude fall. Typically worn by pegasus, hippogrif, griffon, and dragon riders to protect them in case of critical mount failure. Also used for the airborne insertion of drop troops.

To protect the wearer from ground fire, the para only deploys once the wearer has fallen a significant distance and approaches the ground.

Paras have been know to fail to deploy, but the failure rate is only <REDACTED> out of 100.

101 Airborne manual



- Looks like you guys are going to be surrounded.
- We're paratroopers, Lieutenant. We're supposed to be surrounded.

It is the 6 of June 1044, and the troopers of the 101st Airborne are about to be inserted behind enemy lines as part of the allied invasion of Norelfdy. From the staging grounds in D'nalgne, giant eagles will carry them across the Channel where they will parachute to dessignated targets to pave the way for the allied forces landing on the beaches of Norelfdy.

The world has been at war for almost 5 years and it is finally time to liberate the continent of Eporue from the Izan scourge, but it will be a hard fight where the troopers must assualt fortified Fire Wand 42 emplacements, suffer warlock spell sniper fire, face the terrifying power of the enemy Tiger and Panther Iron Golems, and fear the ever-present threat of a strafing run by the dragons of the Drachenwaffe.
- INCOMING!
<Fireball strikes>
- CLERIC!

This game is ...
... a shameless rip-off darkly humorous parody of the Band of Brothers series mashed up with standard D&D 5e tropes and mechanics
... an exploration of what large scale war could actually look like in a standard D&D world
... a fantasy kitchen sink version of WW2 with the serial numbers (barely) filed off
... a story about the daily lives and struggles of the low-level grunts with a backdrop of epic conflict.
... a little silly (in particular with regards to equipment and naming)
... explicitly friendly to new players (*)
... intended to be open to players dropping in and out (Easy company always needs replacements)

(*) By friendly I mean that new players are just as welcome as everyone else to join this and die an unremarkable death in a ditch.
- So, you're a Sending-man?
- Yes, sir. Well, I was, until I lost my sending stone in the jump. I'm sure I'll get chewed out for that.
- Well, if you were in my regiment, I would tell you that you were a pikeman first and a sending-man second.

This is not ...
... historically accurate :)
... a game where you defeat the big bad and save the world
... a fair game with level-appropirate encounters. To quote Lt Spiers: The only hope you have is to accept the fact that you're already dead. The sooner you accept that, the sooner you'll be able to function as a soldier is supposed to function.
... nearly as gory as the show (in spite of the mood music)
... just a series of combat encounters. It is also about camaraderie, annoying officers, equipment scrounging, and other aspects of the daily life of a foot soldier
... going to touch on the atrocities of the Nazis. That would be much too dark for what I have in mind.

- CONTACT! WARLOCK!
- Take cover, take cover! Come on!
- Where is he?
- Shit, I can't se him!
- Second floor. Building on the right. Don't miss!


https://i.imgur.com/lX0668i.jpeghttps://i.imgur.com/V1az6uI.jpeg

https://i.imgur.com/C2nhjTK.jpeghttps://i.imgur.com/3n0vPvB.jpeg

https://i.imgur.com/62dtVmc.jpeghttps://i.imgur.com/gsrBZ2Y.jpeg

https://i.imgur.com/mWg7SzF.jpeg


Why am I not running this: I got the idea a few days ago, so some more thought is needed to figure out whether this is a game or just an excuse to play with image generation prompts :).
Last edited February 26, 2025 10:09 am
Feb 25, 2025 8:54 pm
I think that the emergence of magic in Shadowrun is a fascinating setting to tell stories in.
The modern word as we know it, turned on its head and the balance of power shifted out of proportion.

Why I'm not running it:
Perhaps its a better thought experiment than a game setting.
Feb 25, 2025 9:00 pm
Nice. Thanks for sharing. I also like the idea of exploring a fundamental paradigm shift in the world.

Actually, I have a game pitch about the emergence of magic in a fantasy world ... :)
Feb 25, 2025 9:19 pm
I'd love to run a sci-fi game reminiscent of Titanfall. A squad of military members have their oversized suits that happen to have their own oversized personalities. The squad goes through boot camp, learns to connect with their "titan", and maneuvers their way through interpersonal military drama.
Feb 25, 2025 9:27 pm
@runestone

Band of Bastards just sounds like a fun time.



Another idea I had came from a movie I remember people talking about. The opening scene of this movie just said something like "It's 1922 and magic is real". I just imagine a group of regular every day friends who go through some sort of tragedy that causes them to begin operating like a gang for monetary reasons. They have to use their magic sparingly to not get caught and at the end of the day, they always go to a local automat for their favorite meal. It just seems different.
Feb 26, 2025 12:09 am
The Pitch: Dateline: Japan. Tokyo has splintered into six distinct zones. Neo-Tokyo is a cyberpunk dystopia from an alternate 21st century. Edo is a historical Tokyo from the Ashikaga Shogunate (c. 1450 AD). Tokyo 2320 is a futuristic Tokyo where the Imperial Defense Force acts to defend the city (and often Earth) from threats. Fantaji resembles Edo, but is filled with fantastic races, elements, and magic. Steampunk Tokyo is set around 1890 AD and has all the expected elements of Steampunk. Finally, part of the city that is known today remains. Heroes could be from any of the districts, recruited by the IDF, and would have adventures across the patchwork city.

Mechanics: Either Big Eyes, Small Mouth or Savage Worlds. Either would handle the setting well.

Why I Don't Run It: Time, mostly. Also because I really don't have a plot line for it.
Feb 26, 2025 12:28 am
Never had the chance to run this campaign:
https://gamersplane.com/games/4427/
Last edited February 26, 2025 12:51 am
Feb 26, 2025 4:35 am
As a player, i'd like to play a Vampire (WoD) game, run by an experienced GM.

I never really played the chance as a new vampire getting to know the world setting.

Most of the time i tried, most of the player played too long VM and couldn't help themselves to do a lot of meta. Their new vampire somehow knew everything about what is it to be a vampire and all the clan stories etc...

Anyway all those game died within a couple of months.
Feb 26, 2025 9:59 am
Always wanted to run an Arabian Nights-inspired fantasy game, full of peril and intrigue, devious djinns and fabled cities.

One day!
Feb 26, 2025 10:13 am
Nebula says:
As a player, i'd like to play a Vampire (WoD) game, run by an experienced GM.

I never really played the chance as a new vampire getting to know the world setting.

Most of the time i tried, most of the player played too long VM and couldn't help themselves to do a lot of meta. Their new vampire somehow knew everything about what is it to be a vampire and all the clan stories etc...

Anyway all those game died within a couple of months.
I have had very similar experience with VM. Or to change it up the GM set the story in some odd setting that I could not relate to.

On the flip side, I joined a werewolf group here in GP, where all other players were new to the setting and I could play the experinced one as I have years of werewolf lore and game time. It was a good game.
Feb 26, 2025 11:31 am
I remember this werewolf game advertisement, sounded good, but I'm not much into been a she-wolf haha

Please let me know @runekyndig if you find a VM game we can play together. :)
Feb 26, 2025 11:32 am
Dr_B says:
Always wanted to run an Arabian Nights-inspired fantasy game, full of peril and intrigue, devious djinns and fabled cities.

One day!
Could be fun as well, but my folklore knowledge is more Korean or Japanese.

I know this AP in pathfinder that looked great, but never found a GM for it.
https://pathfinderwiki.com/wiki/Legacy_of_Fire
Feb 26, 2025 1:39 pm
Not a D&D / PF fan, but yes - that setting looks fantastic!
Feb 26, 2025 3:08 pm
Between Abyssal Skies - Off-Season Cabinet

https://cdn.discordapp.com/attachments/1225130953102332016/1337513415551488021/Off-Season_Cabinet_11.jpg?ex=67c01bb0&is=67beca30&hm=180a5305901f551760458afea961ed29e9328f61b13a63d7033615d57ad8b17b&

The World
The events of Between Abyssal Skies occur in a world of islands suspended between the extremes of baleful disorder above and deathly stasis below, populated by two species who, despite physiological distinctions, are not all that different to each other.

The Bestiary
The world between skies boasts a broad variety of beasts both wild and tame. Dogs and big cats are used as guards; small cats and foxes as companions; corvids as mail-carriers and living burglar alarms; reindeer and cows, hens and ostriches as a source of food. In the deep forsts, one should be wary of crossing the path of a tiger or bear. And the lives of sky-sailors are complicated by encounters with flying wyrms and winged hydras.

The Age of Lightning
The local civilisations are currently undergoing an extended Enlightenment era, boasting such cutting-edge technologies as the power loom, the sky-ship of the line, the electrical telegraph, the skyfarer’s chronometer and the spring-powered bolt-thrower.

The Supernatural
There is wide disagreement about whether the divine consists of five abstract principles, or of about two dozen deities, or of a more difficult to understand unified force that attains highly specific properties when it permeates and possesses places, items, and people. But in any case, the divine seems to take an ‘interest’ in the lives of sufficiently remarkable mortals, for good and ill. Such mortals are referred to as Thespians, and often enjoy supernatural gifts, whether willingly or not.

In addition to the divine, there are other supernatural phenomena and entities, originating from the Abysses above and below; these, however, are much more dangerous for the denizens of the world, and often much more hostile.

The Most Noteworthy Social Organisation
Decades ago, a series of upheavals both geopolitical (such as large wars and revolutions) and supernatural (such as chaotic cataclysms and plagues of monsters) has prompted the creation of the Ataraxia Concordat, an organisation with purposes as varied as upholding laws of war, hunting monsters, reducing inter-religious tensions, and conducting research of the supernatural. To a degree, it was successful at those tasks.

Unsurprisingly, an organisation like this immediately became a place of intrigue and conflicting goals.

The Protagonists and Their Story
This is a chronicle of a group of people – whether Thespian or not – who have been recently invited to become members of the Off-Season Cabinet, a small council into whose responsibility the Ataraxia Concordat redirects miscellaneous issues that the bigger cabinets should not, can not, or will not currently handle. These people will be dealing with their duties, their divided loyalties, and their personal agendas. They will engage in politics, occult investigations, monster hunts, religious debates, forging individual bonds, and the like.
The Media Touchstones
The world Between Abyssal Skies is inspired by such media as the Council (2018 game), the Rose of Versailles (anime), Dishonored (game series), the Scarlet Pimpernel, the Count of Monte Cristo, Styx (Master of Shadows and Shards of Darkness), Thief (game series), Swashbucklers of the Seven Skies (game setting), and maybe a bit of Vidocq (2001 film).

Indirectly inspirational music includes Apocalyptica (Cult, Reflections), Therion (Vovin, Theli, Deggial, Crowning of Atlantis), Ad Infinitum (Chapter I – Monarchy), Artesia, Leaves’ Eyes (Vinland Saga and perhaps Lovelorn).


I've been wanting to GM this for several years now, but even the setting articles are only maybe at best 60% ready, and I don't want to make a half-hearted attempt, so it waits until I have the time and energy to make it ready.
Last edited February 26, 2025 3:25 pm
Feb 26, 2025 3:53 pm
I've wanted to run a game in Thedas, the Dragon Age setting, for years. Origins has been one of my favorite games ever since it came out. Unfortunately, I'm not a big fan of the system used for the official TTRPG. I've considered hacking another system to run it, but there are very specific things about Thedas that make it a lot of work. The mages of the universe being at risk of demonic possession is a big one. What is allowed by magic in the setting is also quite specific. Additionally, the archetypal cleric or priest is not a thing in Thedas. Holy magic isn't a thing like it is in many fantasy systems. Ultimately, it's just too much work to do as perfectly as I'd like, so I've avoided it.
Feb 26, 2025 4:00 pm
This might raise some torches and pitchforks but hear me out....

Now, I'm not necessarily pushing this as a Christian game but just thought it'd be an interesting concept: fantasy version of the real world during the time of Jesus. It sounds wild, I know Noah Antwhiler did a video on a RPG that basically did it, but I think it sounds interesting.
Feb 26, 2025 4:07 pm
So I could write a massive list, but the one that fits the most for a time issue -

Persona. I would love to run (or pay in a persona game), but I would want to put in proper care for the social links and making it relationship focused.

The nature of that would mean a lot of prep time working and designing several NPCs and mechanics individually which I am not sure I can justify when there is little interest. (Someone else tried to get one going and I was the only one interested)

But I do also just have loads of game ideas, and not enough time to work on them all especially when I want to do them right.
Feb 26, 2025 4:22 pm
LightOfMidnight says:
So I could write a massive list, but the one that fits the tge most for a time issue -
I won't be upset if you pitch something you're not ready to run for other reasons. :)
Feb 26, 2025 5:28 pm
Maybe I'll add a couple others in when I have the chance to actually write a proper pitch :p
Feb 26, 2025 6:36 pm
Pitch one: Space Seekers

The classic 80s space opera game in which players portray themselves as they are recruited from Earth into a galactic organization of heroes protecting life in the galaxy from a variety of cosmic threats. Or, as the tagline went 30+ years ago, "Go into space. Find a bunch of powerful equipment. Befriend a wide variety of fascinating aliens...and then fight the monsters that kill them."

https://i.imgur.com/2ierZNg.png

Space Seekers was/is heavily inspired by the alien recruitment trope, following pop culture examples like Green Lantern, Thunderbunny, and "The Last Starfighter."

The game setting is incredibly detailed from 43 years of ongoing campaigns, but the universe is vast and there's always room for more stories. I love introducing new players to Space Seekers, but the difficulty is that it is a very dialog-heavy game, with a LOT of back-and-forth with the players and GM. To run it in play-by-post would require a titanic amount of writing/quick turnaround at a volume/pace that I could not sustain.
Feb 26, 2025 6:49 pm
Pitch: Ancient Egypt + subtle magic.

For a long time I've been interested by popular(?) conceptions of the politics and technology in Ancient Egypt. Adding a sprinkle of magic would make the setting even more fun for me. I'd run this as a slice-of-life game focused more on interpersonal stuff than big bads or treasure-grabbing.
Feb 26, 2025 8:19 pm
DireHalfling says:
This might raise some torches and pitchforks but hear me out....

Now, I'm not necessarily pushing this as a Christian game but just thought it'd be an interesting concept: fantasy version of the real world during the time of Jesus. It sounds wild, I know Noah Antwhiler did a video on a RPG that basically did it, but I think it sounds interesting.
I have the book called Testament that was released by Green Ronin in the early days of the d20 boom. It is set slightly before Jesus' time, but it is a great resource for games set around that period. It had new classes, monsters, and spells.
Feb 26, 2025 8:26 pm
spaceseeker19 says:
The game setting is incredibly detailed from 43 years of ongoing campaigns, but the universe is vast and there's always room for more stories. I love introducing new players to Space Seekers, but the difficulty is that it is a very dialog-heavy game, with a LOT of back-and-forth with the players and GM.
I feel you. My Villains & Vigilantes campaign ran for more than 40 years until my best friend (and primary player) passed away. We have a lot of history built into that campaign and I would love to share it with others, but the game is difficult to grok and the one effort I made to run a V&V game on here failed both because of the complexity and because the players did not have access to the rules.
Feb 26, 2025 8:31 pm
spaceseeker19 says:
Pitch one: Space Seekers
Strangely enough, I am working on a space opera Savage Worlds game right now. I plan to run it after our F2F horror campaign has run its course. I've been building aliens and setting backgrounds. When I get more done if people are interested, I might be persuaded to test drive it here.
Feb 27, 2025 9:48 am
totally this one. I was supposed to rip off all of bowl's hard work and re-run it years ago... I still believe that day will come...
The one I'm "working on" now would be a series of one-shot fantasy (the best format for PbP I guess) based on an idea I got when I read some old DnD 3.5 diplomacy extension book or something. There was a suggested adventure about elves were plotting to overthrow humans there and this is sort of the caste-based feudal world I imagined could result from that.

https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgd3w9Dm05oYkVLwmveE5U0U9MwlYR_bXMVWAAP8WTFNLCkgwHaSHHN71Iqw6f9Wx0IoQ8N8DSwpml6YNjDnaVRP7cvDDebypRy-qgtKL3tr6Jn4AaXo8f5mJAfyXI6IhlSY8dWwH7G5PTq/s400/tytanya+age.jpg

The system and setting are home-made, and the first one-shot would have pre-made characters to help players get started, one of each race: an elven knight, a human clerk, a dwarf scout and an orc hunter. They were all affected in some way by some strange events in a remote village and have to figure out what is going on. Characters might have conflicting interests and will have to pick sides at the end, a choice which would link the adventure to the overall setting story.

I have the locations and plot structure and just need to flesh them out, but it's reviewing the rules that will take the time I don't have at the moment
Feb 27, 2025 11:59 am
Apparently this one, that had garnered a lot of interest before life prevented me from actually starting it.

The elevator pitch for it was:

"At the court of a pantheon of gods, minor gods with limited influence must navigate the whims, rivalries, and relationships of the divine. The player characters, lesser gods or powerful mortals, must deal with the politics of immortality, personal grudges, forbidden romances, and the dangerous intrigue of divine power struggles."
Feb 27, 2025 12:21 pm
ThatTaoGuy says:
Apparently this one, that had garnered a lot of interest before life prevented me from actually starting it.

The elevator pitch for it was:

"At the court of a pantheon of gods, minor gods with limited influence must navigate the whims, rivalries, and relationships of the divine. The player characters, lesser gods or powerful mortals, must deal with the politics of immortality, personal grudges, forbidden romances, and the dangerous intrigue of divine power struggles."
Oh hey I remember that one. I wanted to join the ranks of candidate-players.
Feb 27, 2025 12:24 pm
ThatTaoGuy says:
Apparently this one, that had garnered a lot of interest before life prevented me from actually starting it.

The elevator pitch for it was:

"At the court of a pantheon of gods, minor gods with limited influence must navigate the whims, rivalries, and relationships of the divine. The player characters, lesser gods or powerful mortals, must deal with the politics of immortality, personal grudges, forbidden romances, and the dangerous intrigue of divine power struggles."
It's definitely for you... lot of drama :D
Feb 27, 2025 2:26 pm
Nebula says:
It's definitely for you... lot of drama :D
Why else would I play an RPG?
Feb 27, 2025 2:31 pm
I also wanted to run what would essentially be a one-shot of the one page RPG "Charming Mr. Darcy", where players take on the roles of guests attending a splendid party at Pemberley House. The focal point of this gathering is none other than the enigmatic and prideful Fitzwilliam Darcy Esquire aka Mr. Darcy, whose heart players shall try to win over through wit, charm, and elegant interactions.

An entirely social game with zero combat that takes place only during one party. Clearly right up my alley, and I think one person even expressed an interest.
Feb 27, 2025 3:04 pm
ThatTaoGuy says:
An entirely social game with zero combat that takes place only during one party. Clearly right up my alley, and I think one person even expressed an interest.
I've just finished one game and would totally join that mysterious "interested person" after seeing the characters in January
Feb 27, 2025 3:57 pm
CESN says:
ThatTaoGuy says:
An entirely social game with zero combat that takes place only during one party. Clearly right up my alley, and I think one person even expressed an interest.
I've just finished one game and would totally join that mysterious "interested person" after seeing the characters in January
Make it three! :D
Feb 27, 2025 5:51 pm
The two main ones I want to run are Crystal Hearts, A monster of the week, arc based, rpg about relic hunters trying to find artefacts that give superpowers.
https://www.drivethrucomics.com/images/10343/281539-thumb140.jpg

and a pulp game (for the Disney fans I know) set in the Society of Explorer's and Adventurers
https://external-content.duckduckgo.com/iu/?u=https%3A%2F%2Fjungleskipper.com%2Fuploads%2Fposts%2Fsea-part-1%2FSocietyPortrait.png&f=1&nofb=1&ipt=4598c72244bda6b8f6e411167b2c27c28e1a5058314347e7e660f0ea9d2326fc&ipo=images
I just want to be more familiar with Savage Worlds rules first.
Feb 27, 2025 6:22 pm
crazybirdman says:
and a pulp game (for the Disney fans I know) set in the Society of Explorer's and Adventurers
I am currently running something similar, called Fantastic Feats of the Fear-Less Foundation, using SWADE!
[ +- ] screenshot
Feb 27, 2025 6:43 pm
If you ever run the explorer game, crazybirdman, let me know! I'd love to play it. :0 (Also, it reminds me of the video game Renowned Explorers; good game, it is.)
Feb 27, 2025 7:15 pm
spaceseeker19 says:
Pitch one: Space Seekers

The classic 80s space opera game in which players portray themselves as they are recruited from Earth into a galactic organization of heroes protecting life in the galaxy from a variety of cosmic threats. Or, as the tagline went 30+ years ago, "Go into space. Find a bunch of powerful equipment. Befriend a wide variety of fascinating aliens...and then fight the monsters that kill them."

https://i.imgur.com/2ierZNg.png

Space Seekers was/is heavily inspired by the alien recruitment trope, following pop culture examples like Green Lantern, Thunderbunny, and "The Last Starfighter."

The game setting is incredibly detailed from 43 years of ongoing campaigns, but the universe is vast and there's always room for more stories. I love introducing new players to Space Seekers, but the difficulty is that it is a very dialog-heavy game, with a LOT of back-and-forth with the players and GM. To run it in play-by-post would require a titanic amount of writing/quick turnaround at a volume/pace that I could not sustain.
So you base your ch on yourself... Well people hate when I do that. Especially since age 6 everyone said I belong in the medieval times. Yes I do swords workout. Do martial arts was military. And am probably better stated than a 20th lv fighter dnd ch. So I've never been allowed to play my self in a game just parts of myself.
Feb 27, 2025 7:30 pm
Quote:

So you base your ch on yourself...
We did that years ago, playing Gurps Old West - Second bullet fired killed one of the characters... and the game.


I'd love to run some serious Traveller - but to do it right, it's a time sink.
Feb 27, 2025 10:59 pm
Dr_B says:
Not a D&D / PF fan, but yes - that setting looks fantastic!
The setting stuff for Pathfinder is excellent, but that particular adventure path (while it is fun) doesn't feel as much Arabian Nights as you might want.
Feb 27, 2025 11:00 pm
Nebula says:
Never had the chance to run this campaign:
https://gamersplane.com/games/4427/
That looks intriguing.
Feb 27, 2025 11:04 pm
WhtKnt says:
spaceseeker19 says:
Pitch one: Space Seekers
Strangely enough, I am working on a space opera Savage Worlds game right now. I plan to run it after our F2F horror campaign has run its course. I've been building aliens and setting backgrounds. When I get more done if people are interested, I might be persuaded to test drive it here.
Space Opera Savage Worlds is four words that go great together. I'd love to help you put the setting through it's paces.
Feb 28, 2025 3:19 am
Esidrix says:
Quote:

So you base your ch on yourself...
We did that years ago, playing Gurps Old West - Second bullet fired killed one of the characters... and the game.
I once ran a F2F GURPS Time Travel game in which the characters played themselves. We had a lot of fun with that one!
Feb 28, 2025 5:10 am
WhtKnt says:
I once ran a F2F GURPS Time Travel game in which the characters played themselves. We had a lot of fun with that one!
Nice! With Steve Jackson's GURPS Time Travel? We waited -years- for him to finish that, and it's amazing!
Feb 28, 2025 5:15 am
A westmarches hex crawl. I ran one for a while and it fizzled out. I'd like to give it another try sometime.
Feb 28, 2025 3:27 pm
Harrigan says:
WhtKnt says:
I once ran a F2F GURPS Time Travel game in which the characters played themselves. We had a lot of fun with that one!
Nice! With Steve Jackson's GURPS Time Travel? We waited -years- for him to finish that, and it's amazing!
The very same! It was a convenient book to have, as were Horror and Cliffhangers, for our campaign. On the subject, it's a little dated, and if you can find a copy, GURPS Timeline is a very useful book as well.
Feb 28, 2025 3:29 pm
Bullseyepsa says:
Space Opera Savage Worlds is four words that go great together. I'd love to help you put the setting through its paces.
I'll keep your willingness in mind. I'm still a ways from being finished right now.
Mar 2, 2025 12:57 pm
ThatTaoGuy says:
An entirely social game with zero combat that takes place [mostly]during one party. Clearly right up my alley, and I think one person even expressed an interest.
Hey, I have plans for something like this at some point in the future! Only, add in people who can turn into animals 🙃
Mar 2, 2025 1:19 pm
bowlofspinach says:
[quote="ThatTaoGuy"]Only, add in people who can turn into animals 🙃
This is why I don't go to parties since after a few attempts during school years. Never found the appeal of that.
Mar 2, 2025 1:59 pm
bowlofspinach says:
Says the spider
But I behave like a human at parties!
Mar 2, 2025 2:41 pm
vicky_molokh says:
bowlofspinach says:
Says the spider
But I behave like a human at parties!
But you don't go to parties.
Mar 2, 2025 2:42 pm
vagueGM says:
vicky_molokh says:
bowlofspinach says:
Says the spider
But I behave like a human at parties!
But you don't go to parties.
Not anymore, because of those humans that turn into animals.
Mar 2, 2025 3:04 pm
Dr_B says:
Always wanted to run an Arabian Nights-inspired fantasy game, full of peril and intrigue, devious djinns and fabled cities.

One day!
That sounds fun!
Mar 2, 2025 3:05 pm
vicky_molokh says:
vagueGM says:
vicky_molokh says:
bowlofspinach says:
Says the spider
But I behave like a human at parties!
But you don't go to parties.
Not anymore, because of those humans that turn into animals.
Ipso facto: You behave like a spider. Q.E.D
Mar 3, 2025 3:20 pm
Domesday.

Set in the aftermath of the Norman Conquest of England and the commencement of the Domesday Boke census, the characters are people who had normal medieval professions, but then witnessed something weird that turned their friends and families against them, as they blamed them for the occurrence. Down on their luck and looking at a miserable (and probably brief) existence, they have each been chosen by a representative of a powerful Norman lord to form a small group to investigate further supernatural events.

Think Anglo-Norman England meets the X Files.

System would be a custom-built engine using either PbtA or Year Zero as a basis.
Mar 27, 2025 9:18 pm
I have my own game system called Fables & Foxtales that has been in the works for years. I recently completed the 'Beta' in January, and to playtest that, I've been working on a game that I plan to run in the future, but in typically Kae-fashion, I severely overdid it. Its massive in scope and way too ambitious for me to manage with my current workload because of the breadth and freedom it allows for.

The idea in question is called Grimoire Hart Academy, which is a school in my homebrew world where aspiring adventurers and delvers go to learn the trade. So not just a 'magic academy', but a school for all kinds of adventurers. Players will be first year students in the incoming Class 1-B, and can choose from 6 degree majors (Combat, Liberal Arts, Science, and more!), 9 degree minors (specializations include advanced combat tactics, necromancy, dungeon stewardship, culinary arts, and more!), and over 50 classes, 8 clubs, and 4 extracurricular organizations (sports and leagues). 25 members of staff, most of which are instructors, 28 other first year students, and at least 20 more NPCs in the school and outside of it, all with ready-made bios that include their class lists, schedules, backstory elements, and interests. And the campus currently has 35 pre-made and ready to explore locations, including specific classrooms, training fields, remote facilities, and secret areas! Not to mention there are at least major settlements in the immediate region, 3 active 'dungeons', and a ton of places to explore beyond that.

This is meant to be a sprawling, sandbox academia that focuses on school life and all the fun misadventures that go with it. There is a story plot and major events that happen, but players can investigate it at their leisure and otherwise enjoy mostly-free reign to explore the campus, nearby locations, and even beginner dungeons for extra credit and experience. You can get to know NPCs, stir up drama, get into trouble, and participate in school events, club projects, or pursue quests for some pocket change.

That and you can effectively pursue any kind of trade you want, whether you want to be an adventurer or delver, or if you want to work in support services, like as a guild coordinator, a merchant, a private agent for freelancers, or even as a scientist studying dungeon ecology or a caretaker who helps maintain dungeons!

Setting-wise, it is a blended anime fantasy, with elements of both medieval high-fantasy and some modern concepts and magitek. GHA takes place in a country called the Ecclesian Empire, which has recently introduced a number of new laws granting rights and citizenship to tons of new non-human species, and players can, in theory, be whatever they want. The rest of the first year students, for instance, consists of a variety of different folks with lots of identities, including Snow Elves, Anima (anthromorphs), Half-Dwarves, Dhampir, L'dopterra (moth people), Demons, and Oni! There are even some isekai'd humans mixed in here and there that have come over from Earth!

Players get a Student Handbook (Google Sheets) that serves to help give them info on the game and setting, record their character details, and keep track of their classes and schedules.

Here are some snippets from the aforementioned Student Handbook!
[ +- ] Cover
[ +- ] Degree List w/ Required Classes
[ +- ] Class List w/ Description
[ +- ] First Month Calendar
Last edited March 27, 2025 9:33 pm
Apr 3, 2025 7:16 pm
Rime of the Frostmaiden
https://i.imgur.com/3CWtbPy.pngThe game starts in Icewind Dale during the Summer of 1485 DR.

This phase of the campaign would be to help the PCs embed themselves in Icewind Dale using the Legacy of the Crystal Shard module, with some additional content from King of the Wolves.

The goal would be that PCs can interact with some of the Icewind Dale lore, and anyone who'd read the Crystal Shard novel might find it rewarding to see what had happened to the place in the last century.

After a couple of levels here (and if the game hadn't fizzled), we'd timeskip a couple of years for the PCs to experience and influence the events leading up to the Rime.




The campaign would then transition into the main Rime of the Frostmaiden adventure and Icewind Dale's slow, cold, dark death.
I've tried running Rime of Frostmaiden three times on GP, and none of them have made it to the conclusion.

I've cheated a little with the question 'Pitch the game you don't have time to run'. It's not a question of time, it's a question of experience. I think of this as the game that's doomed to fizzle (one might even say 'go cold'). I suppose I always think of it as a game where the time will be better rewarded spent on other games.

Rime is slow, introspective, and dark. I like that, but it doesn't have the flashy special effects of Hellrider - Descent into Avernus. So until I run out of heroes to send to hell, this one will have to stay on ice.
Apr 3, 2025 11:29 pm
I really want to give traveller 2300 AD a crack sometime. And do some kind of mix of geo (I guess galactic politics) mixed in with space colony management. That particular branch of Traveller is a bit lacking in supplements that way though.
Apr 4, 2025 2:02 am
@Delta The Traveller:TNE supplement World Tamers Handbook has a chapter on "Colonial Economics and Infrastructure." I never played 2300 so I don't know how compatible the two systems are, but back in the 90s, GDW was trying to have a uniform rule system across product lines. You can probably find the pdf on DriveThruRPG or eBay.
Apr 4, 2025 10:36 am
ForeverDED says:
@Delta The Traveller:TNE supplement World Tamers Handbook has a chapter on "Colonial Economics and Infrastructure." I never played 2300 so I don't know how compatible the two systems are, but back in the 90s, GDW was trying to have a uniform rule system across product lines. You can probably find the pdf on DriveThruRPG or eBay.
iirc it's mostly the same as Mongoose 2e with the notable differences that there's obviously no Empire, galactic space is divided into real world first power countries. There is no antigrav technology, and so there's an added element of low gravity sickness, and gravity experienced during ship acceleration, TL is limited to max 12 (I think?), and psionics. Those are the main things I think I recall from the top of my head. But for the most part mechanically the same system, just different lore and added restrictions.

I've actually had a look at all of the Zozer games Hostile supplements, and some of the Cepheus engine stuff and tried very hard to put it all together in the past... and just couldn't really get it to work out in my head the way I wanted it to. The Pirates of Drinax supplement had some base building stuff that I think could work out if I really forced it to, but finding a way to scale it up that isn't just a linear translation is the challenge. I also have a tendency to flounder when my projects are too sandboxy, either from my own issues of worldbuilding bloat and eventual burnout, or not pushing players hard enough to get past their own choice paralysis.

I was also on a mecha kick when I dreamed this all up and the custom rules for creating a vehicle, especially with walkers, makes my head spin.

I think I at least had a pretty good explanation for the walker vehicles in my setting, as they're typically worse in general at combat compared to traditional military crewed vehicles like tanks (especially grav tanks) and gunships.

My reasoning was in regards to tonnage displacement and the configurability actually make the walkers ideal for shipping to frontier areas as industrial equipment. And would be the primary set of vehicles the colonists would use to defend themselves against threats on the frontier, and require less crew (only 1 seat to control).
Last edited April 4, 2025 1:13 pm
Apr 4, 2025 3:52 pm
Might I humbly suggest Savage Worlds? It's easy to learn and run, and with the new Sci-Fi Companion, making ships and mechs is easier than ever! It works beautifully for science-fiction campaigns. I'm building a space opera campaign for my players right now.
Apr 4, 2025 8:55 pm
A Warhammer game where players aren't Imperial subjects in the Imperium. Just for the change of pace.

I've run a 2e game using Tome of Corruption, where the 4 Kurgan players were half brothers (to give them a reason not to immediately kill each other) and each was a champion of a Chaos God. We began with them as lieutenants of Asavar Kul, fleeing the siege of Praag and chased by Kislevite Winged Lancers. Their first order of business was to survive, repel their chasers and regroup their troops. I then had them collect 5 artifacts (1 for each god plus 1 of chaos undivided to hold them all together) to make a banner that would rally troops to them and the rest of the campaign was them building up a host that would eventually descend upon the Empire once more. It was quite refreshing and after discussing it with my players, there were two main reasons for it. One, instead of dreading mutations, they welcomed them as a blessing and it felt new. Two, they were woefully inexperienced and underequipped but still had to go about being all macho to save face and inspire troops, so they kept pushing the envelope to suicidal lengths, at time failing spectacularly (they'd all been "resurrected" which basically meant rolling a new character that also retained a few features and the fractured sanity of all their previous ones) and other times hitting the ball out the park thanks to lucky rolls.

Seeing how that worked, I'd like to try a few other ideas out of the ordinary Warhammer experience:
1) A sandbox/hexcrawl type of campaign set in the Border Princes, where the players do a bit of domain management/expansion too. Think Birthright or Pathfinder Kingmaker.
2) A "crusade" type campaign where the players follow the Order of Knights Panther into Araby.
3) A "trek into the New World" type of campaign where players first land upon the shores of Lustria.
Apr 5, 2025 8:23 am
DarK_RaideR says:
A Warhammer game where players aren't Imperial subjects in the Imperium. Just for the change of pace.

I've run a 2e game using Tome of Corruption, where the 4 Kurgan players were half brothers (to give them a reason not to immediately kill each other) and each was a champion of a Chaos God. We began with them as lieutenants of Asavar Kul, fleeing the siege of Praag and chased by Kislevite Winged Lancers. Their first order of business was to survive, repel their chasers and regroup their troops. I then had them collect 5 artifacts (1 for each god plus 1 of chaos undivided to hold them all together) to make a banner that would rally troops to them and the rest of the campaign was them building up a host that would eventually descend upon the Empire once more. It was quite refreshing and after discussing it with my players, there were two main reasons for it. One, instead of dreading mutations, they welcomed them as a blessing and it felt new. Two, they were woefully inexperienced and underequipped but still had to go about being all macho to save face and inspire troops, so they kept pushing the envelope to suicidal lengths, at time failing spectacularly (they'd all been "resurrected" which basically meant rolling a new character that also retained a few features and the fractured sanity of all their previous ones) and other times hitting the ball out the park thanks to lucky rolls.

Seeing how that worked, I'd like to try a few other ideas out of the ordinary Warhammer experience:
1) A sandbox/hexcrawl type of campaign set in the Border Princes, where the players do a bit of domain management/expansion too. Think Birthright or Pathfinder Kingmaker.
2) A "crusade" type campaign where the players follow the Order of Knights Panther into Araby.
3) A "trek into the New World" type of campaign where players first land upon the shores of Lustria.
My mind immediately went to Black Crusade just before the next sentence you wrote where it became apparent that you were talking about Warhammer Fantasy and not 40k.
Apr 5, 2025 8:34 am
Delta says:
My mind immediately went to Black Crusade just before the next sentence you wrote where it became apparent that you were talking about Warhammer Fantasy and not 40k.
Oh yeah, my bad, should have clarified that from the start. I'm much more into Fantasy than 40K, although I've played Dark Heresy, Deathwatch and Black Crusade already. Rogue Trader still escapes me, but maybe the videogame will scratch that itch...
Apr 9, 2025 7:22 pm
Chinese wuxia monster hunters, with conflicting feelings and obligations for personal drama.

Everyone has at least one active element (wood, fire, earth, metal, or water) to enhance maneuvers into supernatural levels.
Apr 9, 2025 9:45 pm
@offbeat.lemur

If you haven't settled on a system, I'd highly recommend Legend of the Five Rings, and it plays quite well into exactly this. Or if you want something less crunchy, you could try Hearts of Wulin, which is PbtA-based, but has a really fun Entanglements mechanic for social discord.
Apr 10, 2025 4:54 am
kaekozee says:
Hearts of Wulin, which is PbtA-based, but has a really fun Entanglements mechanic for social discord.
A name like that reads like a PbtA retry of Legends of Wulin, heh.
Apr 11, 2025 7:21 am
kaekozee says:
If you haven't settled on a system, I'd highly recommend Legend of the Five Rings, and it plays quite well into exactly this. Or if you want something less crunchy, you could try Hearts of Wulin, which is PbtA-based, but has a really fun Entanglements mechanic for social discord.
Well, definitely not L5R, that comes with so much overhead I would use Fate for a Rokugan game.

I'll check out HoW, though, it seems spot on for this idea.
Apr 11, 2025 6:38 pm
Quote:
In the Basement of Pretty Birds

The Berudine poet, Dhal Sard, almost dances on the small stage
as he punctuates his staccato rhymes with abrupt gestures of
his hands and feet. He's mixing verses of the Prophet Idim with
a scandalous tale of perverted romance between an Onderban
merchant and a Quesolean baroness.

You're drinking the cheap wine that they serve in the basement
of Pretty Birds, slouching on cushions around a low table in the
corner of the stone-walled room; your feet rest on the raw dirt
of the basement floor. Oil lamps hung from the walls cast steady
shadows and small spirals of smoke.

From a nearby table you hear a bit of conversation:
"... think the unliving really don't remember their past loves,
or is it just some kind of weird taboo?
"
"Don't think it matters. They simply won't
acknowledge those they knew in life.
"
"Heard if they do, they drop down right away, they're done."
"Anyway, they don't like Breathlings to speculate about their...
situation. Best we talk of something else.
"

At this point, Artvam Butler (Disgraced and often inebriated
former major domo of a baronial household (3); strange friends in
friendly shadows (2)) approaches you and makes a proposition - he
wants you to steal Lady Tquia's blue monkey.
Apr 11, 2025 7:35 pm
Not really a campaign but a series of one shots. I tried to do it just before I had to take a long break from GP, but I would like to try running some one shots that are a minimum level of 15 in d&d 5e to see how epic things could get. Not easy, especially when the rules are not the easiest to follow that high levels and suddenly playing with people you don't know well who may have expectations wildly different than yours makes the beginning rough
May 4, 2025 8:54 am
Mage The Ascension game for beginner technomages. All the scenarios i thought of would involve leaving Earth for some other corner of unknown umbral universe. For Traditions that would be a group of Etheretrites/VA's/techno-oriented Orphans traveling in an Ether powered ship (old-school vessel, sails and all)/train/submarine and for Technocrats that'd be mostly Void Engineers doing exploration in hi-tech space ships. Lots of fun to be had whether it is a classic sci-fi adventure on an alien planet or claustrophobic horror in the deep dark space.
May 4, 2025 12:48 pm
I'm sorry to hear that @reversia.ch. That sounds like a fun jacked up startrek game
May 4, 2025 1:39 pm
Another game I wish had time to run is a medieval fantasy campaign focused on peasants, commoners, and serfs—though maybe without the full constraints of serfdom. It would be set in a low- or no-magic world, beginning with a grassroots peasant revolt and eventually evolving into a kind of settlement management simulation in the background. I've been through this thought exercise more than once.

My biggest hurdle is choosing a system. Right now I’m torn between Worlds Without Number, Sword of Cepheus, and Warlock!. I’m looking for something that strikes a balance between too much and too little crunch—something that's playable without requiring hours of homebrewed content. There's always the temptation to go full simulationist, but then it risks turning into a historical reenactment rather than a game, which doesn’t translate well to a play-by-post format, and honestly that's probably no fun for anyone to waste their time on.

There are also practical concerns: handling currency in a way that avoids excessive math (maybe bartering?), and managing the logistics of attracting the right number and type of players. Playing a dirt-poor peasant armed with a spear and the shirt on their back, scraping by until they find or steal better gear, isn’t the flashiest premise. But I think there’s something compelling in the grit and slow-burn progression—if I could just find the right system to represent it.
May 4, 2025 2:42 pm
Delta says:
I think there’s something compelling in the grit and slow-burn progression—if I could just find the right system to represent it.
Maybe Dungeon Goons or Adventure Fantasy Game
May 4, 2025 2:48 pm
Delta says:
Another game I wish had time to run is a medieval fantasy campaign focused on peasants, commoners, and serfs—though maybe without the full constraints of serfdom. It would be set in a low- or no-magic world, beginning with a grassroots peasant revolt and eventually evolving into a kind of settlement management simulation in the background. I've been through this thought exercise more than once.

My biggest hurdle is choosing a system. Right now I’m torn between Worlds Without Number, Sword of Cepheus, and Warlock!. I’m looking for something that strikes a balance between too much and too little crunch—something that's playable without requiring hours of homebrewed content. There's always the temptation to go full simulationist, but then it risks turning into a historical reenactment rather than a game, which doesn’t translate well to a play-by-post format, and honestly that's probably no fun for anyone to waste their time on.

There are also practical concerns: handling currency in a way that avoids excessive math (maybe bartering?), and managing the logistics of attracting the right number and type of players. Playing a dirt-poor peasant armed with a spear and the shirt on their back, scraping by until they find or steal better gear, isn’t the flashiest premise. But I think there’s something compelling in the grit and slow-burn progression—if I could just find the right system to represent it.
I have been thinking about something like that as well, though I tend to gravitate more towards including some dark fantasy elements like demonic pacts that tempt the characters with the powers they desperately need and some cosmic horror.

WWNs Atlas of the Later Earth supplement has some rules for low fantasy and for more gritty combat/wounds. Never tried them though. I played a fair bit of SWN and while I really like the system, I found that characters become decently strong rather quickly.

Personally I prefer rules light games and for something like this I would even consider going full FKR.
May 4, 2025 3:37 pm
Aline says:
Delta says:
Another game I wish had time to run is a medieval fantasy campaign focused on peasants, commoners, and serfs—though maybe without the full constraints of serfdom. It would be set in a low- or no-magic world, beginning with a grassroots peasant revolt and eventually evolving into a kind of settlement management simulation in the background. I've been through this thought exercise more than once.

My biggest hurdle is choosing a system. Right now I’m torn between Worlds Without Number, Sword of Cepheus, and Warlock!. I’m looking for something that strikes a balance between too much and too little crunch—something that's playable without requiring hours of homebrewed content. There's always the temptation to go full simulationist, but then it risks turning into a historical reenactment rather than a game, which doesn’t translate well to a play-by-post format, and honestly that's probably no fun for anyone to waste their time on.

There are also practical concerns: handling currency in a way that avoids excessive math (maybe bartering?), and managing the logistics of attracting the right number and type of players. Playing a dirt-poor peasant armed with a spear and the shirt on their back, scraping by until they find or steal better gear, isn’t the flashiest premise. But I think there’s something compelling in the grit and slow-burn progression—if I could just find the right system to represent it.
I have been thinking about something like that as well, though I tend to gravitate more towards including some dark fantasy elements like demonic pacts that tempt the characters with the powers they desperately need and some cosmic horror.

WWNs Atlas of the Later Earth supplement has some rules for low fantasy and for more gritty combat/wounds. Never tried them though. I played a fair bit of SWN and while I really like the system, I found that characters become decently strong rather quickly.

Personally I prefer rules light games and for something like this I would even consider going full FKR.
First I’ve heard of FKR. That’s an interesting suggestion.

There’s also Wolves of God from the same author as SWN but the book feels far from complete and the font is quite hard on the eyes.
May 4, 2025 10:17 pm
Wolves of God is so cool, and so absolutely impossible to get through...
May 4, 2025 10:46 pm
This is a concept I have been trying to figure out for a while.
The players are all Casters. Sorcerers, Bard, Warlock, Druid, Cleric. (I don't think Wizards would work due to spellbook)
We split all of the characters features among the player and their Familiar.

Character gets all Proficiencies. Weapons, Armor, Languages, Tools, Darkvision, ect

Familiar gets all Spellcasting and class features.

Hit Points are shared between the Character and Familiar. If either of them Die they both Die.

The idea is the player has to Flavor all of the Familiar's Spells sort of like a Pokemon's abilities.
Firebolt is like Ember. Shocking Grasp like Spark. ect.
As the Character Levels up their Familiar can change appearance also. Evolving as the game progresses.


I am just struggling on the theme or idea to base the campaign on. Every NPC would have a Familiar also


This is a chat about it from a while ago.
May 5, 2025 2:45 am
"Jackets of Green"
Setting
In the summer of 1810, Lord Wellington withdrew his British and Portuguese army to safety behind the "Lines of Tores Vedras". Facing him were the numerically superior French forces of Marshall Massena. For a while, Wellington would bide his time. It is for Wellington to pick and choose where and when he wants to give battle to the French. But meanwhile the work of patrolling, scouting, skirmishing and raiding will go on. There will be no rest for the green-jacketed men of the 95th Rifles. They are the eyes and ears of Wellington's army - living hard, fighting hard, and all for a shilling a day.

History of the 95th
The 95th Rifles were formed by Colonel Coote-Manningham and Colonel William Sewart in the spring of 1800 as the "Experimental Corps of Riflemen" and issued with green jackets and the new Baker rifle. Within four months of its first parade the new unit led an assault landing at Ferrol, aand two months later it ceased to be `experimental` and was gazetted as the 95th Rifle Regiment. A second battalion was raised in 1805 and a third in 1809.

Character backgrounds
Characters may have experience with the 95th dating back to service to Copenhagen (1801), Germany (1805), South America 1806-1807, the Flanders campaign (1809) or the first phases of the Peninsular War (Corunna, Talavera, and Agueda). Characters may also be members of the 60th Rifles (the 95th's sister regiment in the British army), Jagers from the Kings German Legion (Hanovarian troops in the service of the British monarch), or "Black Brunswickers" from that German corps. They may also, with the GM's permission, be Portuguese Cacadores, Spanish guerillas, or any other agreed background.
May 5, 2025 3:03 am
Muns says:
"Jackets of Green"
Setting
In the summer of 1810, Lord Wellington withdrew his British and Portuguese army to safety behind the "Lines of Tores Vedras". Facing him were the numerically superior French forces of Marshall Massena. For a while, Wellington would bide his time. It is for Wellington to pick and choose where and when he wants to give battle to the French. But meanwhile the work of patrolling, scouting, skirmishing and raiding will go on. There will be no rest for the green-jacketed men of the 95th Rifles. They are the eyes and ears of Wellington's army - living hard, fighting hard, and all for a shilling a day.

History of the 95th
The 95th Rifles were formed by Colonel Coote-Manningham and Colonel William Sewart in the spring of 1800 as the "Experimental Corps of Riflemen" and issued with green jackets and the new Baker rifle. Within four months of its first parade the new unit led an assault landing at Ferrol, aand two months later it ceased to be `experimental` and was gazetted as the 95th Rifle Regiment. A second battalion was raised in 1805 and a third in 1809.

Character backgrounds
Characters may have experience with the 95th dating back to service to Copenhagen (1801), Germany (1805), South America 1806-1807, the Flanders campaign (1809) or the first phases of the Peninsular War (Corunna, Talavera, and Agueda). Characters may also be members of the 60th Rifles (the 95th's sister regiment in the British army), Jagers from the Kings German Legion (Hanovarian troops in the service of the British monarch), or "Black Brunswickers" from that German corps. They may also, with the GM's permission, be Portuguese Cacadores, Spanish guerillas, or any other agreed background.
Wow! I don’t think I’ve ever seen someone pitch a Sharpe style game before, very cool.
May 6, 2025 1:34 pm
Delta says:
[quote="Muns"]"Jackets of Green"

Wow! I don’t think I’ve ever seen someone pitch a Sharpe style game before, very cool.
Well the original idea is from David Bober, a T2K GM that modified the rule for the game. The game campaign went on for a couple of years before it folded. Oh well, still would to see it rise from the ashes of digital ether

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