by Salamander » Wed May 18, 2011 11:59 am
So, long story short, its been a long time since I actually got up off my butt and lived up to my "Evil Game Minister" title. I've decided it's now time to correct that oversight. Only issue is, I'm itching to run something, but I don't know what. I have this problem where I focus on creating worlds only to abandon them when the next idea comes along, and if I don't pick something, it's just not going to get done.
That's where you all come in. I'm going to throw out the ideas I currently have dancing around in my head, in all their states of completeness, and put up a poll. Whichever you all are most interested in, I get off my arse and finish. ETA will be up to two weeks, after which point I'm throwing a signup thread up. And now, wihout further ado, your choices:
1) The Glow - post-apocalyptic fantasy in a world devastated and transformed by nuclear war and its residual radiation. Radiation in the quantities generated by the war softens the laws of reality, allowing for monsters and magic. Glow-based mutations are often recognizable as their classic fantasy-based counterparts while still being distinct to the setting. The stronger the radiation level, the more powerful magic is, but the more toxic it is to normal lifeforms. Inspiration comes from Fallout and Shadowrun. This is a very fleshed-out world that I've been kicking around for a while, and all it really needs are a few tweaks to get it started.
2) A Fistful of Iron: For a Few Ingots More. A short-lived wild West meets fantasy game that I ran some time ago. Magic has always existed, and elsewhere in the world, people live under the control of sorcerers or in terror of monsters. Magic, however, has a natural enemy in the form of iron, which is magic-proof and weakens magic when in large enough quantities. America has "bones of iron," and the British sorcerers were unable to maintain control of their colonies, leading to revolution and America's liberation. Game would be similar to a western game, but with tall tales as truths and frequent supernatural foes. World is already made, so all I'd have to do for this is figure out some stories to tell.
3) Guild of Wanderers - a pure fantasy-based game, set in a universe where interdimensional travel is possible through the use of doorways to other worlds. The game would be set in a guild of problem-solving mercenaries, organized by a sorceress who sets up her own doorways to do business. She saved you from death, and now you owe her a million in Pandemonian currency for her services. Primarily mission-based gameplay, inspired by Everway and early Fairy Tail. This one would need some work to be playable - I need to come up with enough mission ideas to allow free choice without leaving everyone without a clue what to do next.
4) Sal's unnamed steampunky rpg. Set in Victorian England, where power sources like steam and clockwork turned out to be capable of providing enough power to do amazing things. Very frameworkish at this point. I'm going for a very pulp feel, with adventurers, gadgeteers, and mad scientists all coexisting. Science goes fast, innovative, reliable - pick two, focus on one. Minimal fantasy elements - if it seems outright impossible it is, if it's plausible unless you know the modern truth (phlogiston, voodoo, reanimation with electricity, the "Sherlock scan"), it may be possible.
5) Something I've forgotten. It happens. If you remember some game that I was kicking around to you and then forgot about, feel free to bring it up and we can see what happens.
Please, discuss your choices and why. If you like multiple ideas, talk about that and I'll take it into consideration. The best argument for the game that gets picked AND overall get an auto-slot, so do your best!