Subj : Official Gamelist - 2 To : All From : _The_Druid_@excite.com Date : Sun Apr 30 2000 04:51 pm From: Jason Tamez <_The_Druid_@excite.com> Subject: Official Gamelist - 2 ACTIVE OR STARTING CAMPAIGNS WITH INFO ON FILE: Name System Extras Add-ons Setting Level ******** ******* ****** ******************* ****************** ********* DARKWALL AD&D-2 Many Get GM's Ok First Qenar 3-5 ******** ******* ****** ******************* ****************** ********* PEACE AD&D-2 None Class Handbooks OK; Standard 6+ Get GM's OK/others ******** ******* ****** ******************* ****************** ********* BATH AD&D-2 None Class Handbooks; Forgotten Realms 4th See below. ******** ******* ****** ******************* ****************** ********* SIGILS AD&D-2 Lots! Ask the GM Drakenworld 1-4 ******** ******* ****** ******************* ****************** ********* MILK GURPS Many Ask the GM Matu ? NOTES: Extras: Rule modifications by the GM Add-ons: Published add-ons to the core rules ************************************************************************ *DARKWALL] "The Black Wall" *GM: Yoon Ha Lee *E-Mail: requiescat@bigfoot.com *E-Mail: YL112@cornell.edu * Co-GM: Andrew Toth * BBS: The InfoWorld BBS: Toronto, Ontario, Canada: (416) 335-0380 *Back moves and info file available on request, and at * http://yhl.freeservers.com/darkwall/DWhome.html To Apply: Player name, character name and class, 6 basic stats (roll 4d6, keep best 3), any proficiencies (subject to GM approval). 1 paragraph character description, 1 paragraph history (please be flexible; it's an idiosyncratic world). I will issue spells and equipment which will then be subject to negotiation. :-) ALSO required: 3-4 paragraphs of a "sample move." This can be a vignette of your character's life, an important encounter, etc. Avoid cliche'd and brutal scenes (e.g. rape, whatever.) Since this is an online campaign I'm actually looking for how well you write. :-p Miscellaneous info: Application doesn't mean automatic acceptance, though I don't plan to be *that* picky. If I say no, it may be because your character doesn't fit the style of campaign I want to run. Don't take it personally. No power gamers or dungeon hackers. I intend to minimize dice-rolling (which is why I'm not asking for THAC0, etc.) and storytell things like combat. I'm a writer (two stories sold!), not a dicemonger. Rated PG or R, depending. Be tasteful. (I add this because I've *seen* some, well, er, never mind.) Qenar is a nonstandard world. Different magic system, detailed world with Eastern elements and custom critters. Frex, don't assume holy water (which doesn't exist anyway) to stop undead, or whatever you read in the Monstrous Manual. This is NOT a world with an economy based solely on adventurers. :-> I prefer characters to be from Qenar or a land bordering Qenar (Diresands: desert, Bereshen: marshlands, Avrezin: riverland theocracy, etc.). See info file (which I should have done within the week) for details. But I can be flexible-- there's lots of "open space" out there. Overview: They call Qenar the Forest Land for its trees, the Iron Land for its mountains and its soldiers. And they call Qenar the Blackguard Land because it is the last eastern nation before you enter the Ashen Lands, where shadows are more than shadows and the night preys on the weary. For years the Qenaren have stood against the Ashen Lands, and for years the shadows have been silent. Recently the Qenaren have relaxed their vigilance and hired out as mercenaries--and turned wary eyes upon the west, for the tales of the Ashen Lands have faded in memory, and there are those who seek to make the Forest Land their own. For the first time in countless seasons the Black Wall of Qenar, which separates the Ashen Lands from the settled lands, goes lightly guarded. And for the first time, the shadows stir. ************************************************************************ *PEACE] "Sword of Peace" *GM: Boyd & Michelle Bottorf *E-mail: mbottorff@sprintmail.com *Back moves and Info files not yet available. To apply: Need character concept and personality approval first. Most characters will be human (see overview). After approval, basic stats, spell lists, etc., plus any unique possessions or other things we should know before game beginning. Characters will start with some magic items. Feel free to send along a wish list (we reserve veto power), but note that this is not a magic-heavy world. Most characters will have one solid magic item (ring, wand, sword +2, etc.) and a couple expendable ones (potions, scrolls, arrows +1, etc.). Some bargaining may be allowed, AFTER character approval. Bargaining may include things like extra advantages, disadvantages; magical item increase, decrease; stat alteration; and so forth. Please use common sense-- disadvantages should roughly equal advantages. Stats generated with 4d6, drop the lowest. No alignment used. Starting money and equipment will be based on character concept. Most characters will be at least middle-classed economically; many will be upper-class. Tech is pre-renaissance (no guns). Miscellaneous info: The game will be run by both Boyd & Michelle. Boyd will be primarily responsible for putting out the game moves; Michelle will be primarily responsible for move compilations. We will try for a two-week time for major game moves, however, health may interfere with regular moves. Overview: Setting overview: The campaign starts in the Kinddom of Cantada. The kindom is human-run, and almost entirely populated by humans, except for a couple small colonies of gnomes in the eastern portion of the kingdom. Cantada used to exist further east and south, however, a change in weather around 50 years ago made farming in the south a non-viable source of living, and over the last 50 years, most of the people to the south have moved to more fertile spots (especially near the major rivers) in the northern section of the kingdom. What used to be the southern portion of the kingdom is now inhabited primarily by nomadic bands of halflings, which travel around on ponies, following the herds of wild goats that now survive in the scrublands. There are also small groups of goblins who have fallen from what little culture they had, until they live as scavengers and sneaks, barely even having a spoken language. The eastern section is another matter. Bands of orcs have raided the eastern areas of the kingdom off-and-on for a century. There has been no real organization to the raids, but as people got tired of defending their homesteads, they would leave the area (except those who were killed). Only sometimes would the actual army fortresses be attacked; other times, the orcs would scour the surrounding areas until the fortresses were out in the middle of uninhabited areas, occaisonally attacking supply trains to the fortresses, when they would be abandoned as impractical to maintain. The current kingdom borders are roughly 400 miles east to west, and 250 miles north to south. (The eastern and southern borders aren't well defined; the crown still claims to hold all the land of the original kindgom, as defined by the merger of the Cantada-Tinnal kingdoms). To the west is the Goval Empire, an empire primarily human, but with elven, dwarven, and tullan (semi-giant humanoids) citizens. They have been affected by the famine in the south also, and are spending a lot of time and effort trying to rectify the situation in their kingdom. To the north is the Kingdom of Mouldon, a dwarven kingdom known for the odd rocky formations in their kingdom, as well as a couple active volcanos (think black rock hills of the Dakotas, only a lot bigger). Wedged between Cantada, Goval, and Mouldon is the elven lands (no other "official" name). The elves that live there are highly secretive, and no travelers are allowed in the lands. Campaign Overview: The Sword of Peace ("The King's Sword", to most people) was given to the Crown Prince of Cantada ("Tad" or "Tada" are the common forms of the name) at his marriage to Princess Kria of Wabasha, ending the King's War almost 300 years ago. Since that time, it has been the primary emblem of the royal family of Cantada. There are many rumors about the sword among the common people. What they do know is that it is a sword of great power, the emblem of the king's authority, that it is the sword all the kingdom's primary military men swear fealty on, and that it cannot be moved unless it wants to. Period. At formal occaisons, it is placed in the air over the king's throne, and it stays there, in air, without moving. But it's gone. And nobody is sure how it is gone. Scrying for its current location has revealed nothing; searching for traces of what happened the night it disappeared have drawn blanks. The best the royal councilors have come up with is tracing its path, which they have been able to find. Your job, given by the King of Cantada himself, is to follow the sword. If possible, recover it from whoever stole it. If that is not possible, send word as to its location, and if discovered, how its magic was overcome, then stay as close to it as is prudently possible. Character Overvies: Players will be on a mission from the govenment of Cantada. All characters must have some sort of contact with the government before campaign beginning and be someone the government would think of in a crisis situation. Human characters are recommended. Standard non-human characters are possible, but will take some persuasion. PLEASE READ THE SETTING OVERVIEW BEFORE SUBMITTING ANY NON-HUMAN CHARACTER. No elves from the elven lands will leave those lands, especially not on a mission for another kingdom. ************************************************************************ *BATH] "Bath of Return" *GM: Stephen Stubbs *E-mail: sstubbs@shout.net *Co-GM: Yoon Ha Lee *E-mail: requiescat@bigfoot.com YL112@cornell.edu *Back moves and Info files not yet available. To apply: (Note: First time players are *extremely* welcome.) State you want to play and submit the following information. Stats generated with Method 1: 3d6 with ability in standard order. Standard starting money plus 150gp. 1 magic item approved. Character background helpful but not required. Character race, height, weight, and sex are required. NOTE: No spells, psionics, gnomes or halflings allowed. Miscellaneous info: The game will be run by Stephen Stubbs with invaluable assistance from Yoon Ha Lee. We will try for a 1 1/2 week time for major game moves, or sooner if player response is quick enough. Overview: Setting overview: You're having a relaxing bath at Beulah's Bath House in Waterdeep. Campaign Overview: What could possibly go wrong at a bath house? Character Overviews: Players may know each other or be total strangers. ************************************************************************ *SIGILS] "Sigils of Erasure" *GM: Andrew Toth *BBS: The InfoWorld BBS: Toronto, Ontario, Canada: (416) 335-0380 *Back moves and Info files not yet available. To apply: All applications will be accepted. Should more than six applications be received initially, roll of the dice will determine those destined for the Waiting List. Stats will be rolled using Method 1, except that there will be Seven rolls (seven stats). Character Level will range from 1-4 (I'll roll 1d4). Backgrounds are required, and will probably, compared to most campaigns, play a large part in the campaign. This may not be too evident at the start, but it will become an important factor as the game progresses. It would be preferred that at least one, possibly two of the backgrounds be that of a farmer, or a person living on a farm for the majority of his/her life (maybe as the farm blacksmith or cook, etc.) Also, all characters must finish their background in a community. Location of the community is mostly irrelevant. Just name the community (create your own!) and the land that it is in. It should be no larger than a town of 250 people, though. More detail will be available regarding Characters in another message, if you wish. Miscellaneous info: Drakenwold is most definitely NOT a standard AD&D setting. One of the main reasons for this would be the fact that there are NO Dragons on this continent. The reasons are numerous; far too much so to list here. It will become more and more evident as you read the upcoming information messages, which, acception pending, are to be posted soon. Cadina, the world in which Drakenworld resides, is generally an akward world. Deep-Sea vessels have not yet been developed, so none of the areas are aware of each other's existence. The lone exception to this is the Rakers of Drakenwold, who have legends regarding the Rakers of Rethclaven; how they strayed from the path and were banished across the ocean. There are three large continents (Drakenwold and Rethclaven being the only ones with any work done on them), and two notable Island Chains. >Rule Changes<: These changes are the most relevant to the game. Some do not actually qualify as changes, but additions (classes, races, seventh stat, etc.) Here we go. TBEL stands for "To Be Explained Later". >Seventh Stat<: I play with a seventh Stat; Percerption is the characters ability to notice things. As such, there are four sub-categories for Perception: Detect Movement, Detect Noise, Detect Thievery, Detect Concealed Doors. The first two can be used actively (no bonuses, they can simply be voluntary acts), while the latter two occur purely by chance. Unless otherwise stated, Perception is 3-18. For Detect Noise, the Perception Detect Noise is added to the Thieving ability. >Intelligent Spell Learning<: The number of Spells a Mage can successfully Learn per level of experience is now based on his/her Intelligence. S/he can attempt as many as s/he wants until that limit is met. >Language of Magic<: Characters must know the language of Magic: Magi. Knowledge and understanding of this language increase with level. >Races<: The ONLY available PC Races are as follows: Human, Half-Elf, Elf, Centaur, Thri-Kreen, Uldra(TBEL), Drakenkin(TBEL), Raker(TBEL), and Ewok(TBEL). >Classes<: The available PC Classes are as follows: Fighter, Ranger, Paladin, Protector(TBEL), Thief, Bard, Cleric, Druid, Zealot(TBEL), Seer(TBEL), Elementalist, Elementalist Wild Mage(TBEL, briefly), Draker(TBEL). >Spells<: Wizardly Spell Lists have been cut to ribbons. The only available spells are any that fall under the Elemental lists in the Tome of Magic. Also, to add a little size to the list, all Priest Elemental Spells(Specifics) have been added, as well as 20 or so of my # Origin: (1:106/357.99) From: Jason Tamez <_The_Druid_@excite.com> Subject: Official Gamelist - 2 own. Spell Lists will be available as needed. >Infravision<: Infravision is available only to the Uldra. Due to an unfortunate magical accident, the ability has disappeared from all other PC Races. More details can be found in 'The Folly of Aranon', which has been named but not written. Overview: For the most part, this overview may be fairly uninformative (too much info will deplete the story). Each character was working away the afternoon in his/her community when the area was beset by Humans and Half-Elves, commanded by a pair of Drakenkin. The locals, noting the group was well-armed, chose not to fight back but huddle in fear. The smartest, strongest, healthiest, quickest, and best-looking people were taken. When one of the Elders stepped up to request an explanation for what was going on, one of the Drakenkin replied that those being taken were to be subjects for an experiment that would lead to the eventual destruction of the resident evil in and around Delver's Gap. The adventure begins one year later when those who passed all the tests of the experiment awake remembering only their training. A quick glance to ensure good health, and a Sigil is noted on both knee-caps and both elbows... ************************************************************************ *MILK] "The Milk Run" *GM: Scott Royall [Moderator of the echo] *Email: Royall@hal-pc.org *Back Move and Info files not yet available. To apply: Ask. Miscllaneous info: My games all place priority on ROLEplaying. In fact, the RRG is something I thought up 15 years ago, and shares a number of traits with the current-day Navy Seals. This works great for gaming because the type of training/conditioning used would remove significant differences between the stats and skills of characters. Thus, really encouraging the players to role-play to make their character interesting. All the characters are expert in the commando-related skills. The only slight exception is Chien, who fights as a regular marine because of the time needed for flight and medical training. Another aspect of such teams that makes them well-suited for gaming is that the characters must work together to get a mission done. While Roem is the nominal leader and a lieutenant, team members are more like family than subordinates. Notice that I've given no personal data on the characters. Not even gender or full name. That's entirely player-configurable. Your kit for this mission is: Phaser carbine w/ magnetic grenade launcher* Heavy phaser pistol Stun pistol (I see no way for a phaser to do this believably) Combat knife Pouch w/ 20 power packs, and assorted grenades from simple flash-bangs to the "brilliant" guided models** 3/4-face visor and headset (provides sensors, communication, remote sighting for your weapon) Combined mass/ablative armor w/ built-in emergency medical system Backpack configured for 7 days "thin-air" provisions *Chien: Medical bag **Chien: Throwable grenades only The current game year is 2/33, 2233 by our calendar. After the tragedy involving the M-5 computer, there was a great fear within Starfleet of more than the most rudimentary artificial intelligence in ship computers. The thinking was that the functions of a well-trained crew could not be duplicated by a machine that would also reliably follow orders. It took nine years of economic reality and persistent lobbying by then Captain Roland Mitchell to convince Military Operations Command to seek an alternative to crewed patrols of the Federation's vast borders. The program began with two modified Anton Class vessels, the USS Nebula and USS Nova in 2/12. As was the case three years later with the Reliant class, these ships were fitted with the distinctive "roll-bar" weapons assemblies to enhance their firepower. The large research facilities aboard were given over to house the mammoth M-7 computers used in the initial design. Any doubts about the reliability of these ships was squelched on their second mission when the two encountered a modified Romulan bird of prey crossing the Neutral Zone. Much of the encounter remains classified, but it is known that the USS Nova was caught by surprise and destroyed by the plasma weapon. This left Nebula to pursue the invader deep into Federation space at speeds that taxed both vessels and made cloaking impossible. Reports have it that Capt. Mitchell was rendered unconscious during the battle that followed, forcing the computer to take independent action to disable the Romulan. By the time of the Vrimn Incursion in 2/19, a total of 48 Nebula Class ships had been built along the same design. Although these ships were the mainstay of the Federation's successful counterattack, the loss of five--including the class-name ship--made clear the need for modernization. In 2/21, Starfleet Command saw the need to assign this entire class of ships to the newly formed Rapid Response Group, because their large superstructure, powerful new FWG-1 and FIG-1 engines, and heavier phasers (FH-11s or additional FH- 3s) made them ideal for moving contingents of 100 marines and equipment to sensitive areas on little notice. The bulky M-7 computers were also replaced with O-1 and O-2 machines: smaller networked systems specifically tailored to the artificial intelligence requirements of the ship class. The original USS Nebula was destroyed during the climatic battle with the Vrimn, but her system's knowledge base was saved to a sister ship and restored to a Mk III in 2/21 when Admiral Mitchell assumed RRG command. Reports are that this knowledge base makes USS Nebula extremely intelligent. One of the more notable features of a Nebula Class ship is TOCI (Thought-Operated Command Interface). When active, this system enables the captain to direct ship's functions from his command chair by thought. Usually, TOCI is coupled with a special holographic display that gives a panoramic visual representation of sensor readings in all directions. Captains have said that the net result of these systems is to make the ships extensions of their bodies. Nebula Class cruisers are built at Sol IV yards strictly on an "as-needed" basis to maintain RRG force levels. A reserve fleet of four acts as a replacement pool. The rarity of Nebula commands, and their long durations tend to give those captains selected a considerable level of prestige. One last note: If you believe this will be a shoot-em-up, you're assuming. You're even assuming the characters survive the first minute of play. That's all up to those who play. :> Overview: Drop-ships. Who'd have thought they'd still be in use in this age of transporters and warp drives. Of course they are, you think ruefully. Transporters are fine for civvie use, but beaming into a potentially hostile zone where even the roaches may have primitive field generators is asking to materialize as runny scrambled eggs. You heartily agree with the simple tactical wisdom given in that colorful description by a former marine commandant as increasing deceleration and gravity pull you deeper into your couch. Drop-ships don't have inertia dampers or warp drives either. After all, you don't need one without the other. Around you are three members of your Rapid Response Group team: Chien, the pilot/medic, Roem, the team lead, Sletus, the sniper, and you, Travis, electronic specialist. USS Nebula inserted your squat arrowhead of a ship into the upper atmosphere of this hot little world on the sunny side some twenty minutes ago. You've crossed the terminator, the line between day and night, and now appear as innocent as a meteorite in the dark sky. Only when you begin the final approach to your destination, the Federation Embassy compound in the capitol city of Matu, will any but the most astute observer below know otherwise. No matter. Your mission is simple enough to execute in your sleep. The planet, Zomila II, is inhabited by the cast-offs of other worlds. This makes the political climate no milder than the weather. Recently, civil war has erupted between about twenty warlords, effectively stripping Zomila II of any pretense of government and order. Clashes between rival gangs occur in the streets surrounding the embassy occur almost continuously. Their weaponry, while probably below Starfleet standards, are more than sufficiently lethal. These conditions have forced Ambassador Humato to request emergency evacuation for himself, staff, and dependents. A total of about 50 people with luggage, the outer limits of a single drop-ship's lift capacity. That's why only four members of your team came along. Not that more would be required. No hostilities have yet been directed toward the embassy occupants. The mission is planned for a single 15-hour Zomilan night so you'll likely act as a glorified luggage handler and flight attendant most of the time. Yep, you sigh to yourself, this will be a real milk run. Chien touches a couple of controls, and you hear the whines of awakening engines. This is followed shortly by a computer message in a feminine voice (anything but Majel Barret!), "warning: SAM launch left. SAM launch left." Or maybe this won't be such a milk run after all. *******END************************************************************** -- Jason Tamez _______________________________________________________ Get 100% FREE Internet Access powered by Excite Visit http://freelane.excite.com/freeisp -- |Fidonet: _The_Druid_@excite.com |Internet: ad&d@conchbbs.com | | Standard disclaimer: The views of this user are strictly his own. | Conch, Net 106's Public Access Internet Gateway # Origin: (1:106/357.99) --- * Origin: ConchGate (1:106/357.0) .