So, after 14 months and over 27 sessions my Star Wars roleplaying campaign (using Fantasy Flight's Star Wars Roleplaying Game system) has finished. I am taking a break to recharge my creative energy, which includes working on my next two planned RPG campaigns.
One of them will also use the Star Wars Roleplaying Game but be Jedi-focused, set over ten thousand years before the films (thus no Empire, No Sith, and maybe no real lightsabers?), but most of the groundwork for that has already been developed for several years now.
Occupying more of my attention for now is fleshing out a fictional setting of my own invention and adjusting another game system to utilize it: the Dungeon World RPG. DW is basically Dungeons & Dragons using modern indie-style rules with emphasis on letting the players take the lead on determining what they can do.
It's meant for traditional medieval high-fantasy elves & wizards kind of play, so the character classes don't exactly mesh with the world I've been writing, which chiefly falls into the 'dying earth' genre of far-future urban fantasy. Think 'Dark Sun-meets-Blame!', 'urban Kenshi', or 'Horizon Zero Down-meets-The Terminator'.
I'll spare the details for now, especially since the setting is inherently meant to be left largely uncatalogued, but picture an Earth utterly paved over by ruins and discarded infrastructure, rendered all but sterile and bereft of civilization. Every region that isn't an uninhabitable wasteland is infested by mutated creatures, autonomous machines and rogue augmented realities (imagine an outdoor holodeck from hell). Human settlements are scattered and transitory, trying to subsist off of underground hydroponics and hide among the ruins from nightmarish monsters.
Anyway, I've adapted over a dozen classes from Dungeon World's core book as well as its compendium. As a preview I'll share the current draft of the Druid, revised to have a machine-animal companion and be more of a future-fantasy robot mechanic: The Machine-Speaker.
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