Games I want to run:
Legend of the 5 Rings. The Seven Clans plot and war against each other, while Fu Leng, the Abandoned One, waits to destroy them all.
Why I want to run it: First, I already promised I would. Second, the background is both seriously nifty and massively described online. If anyone wants to know something about the gameworld, they can look it up themselves.
Why I don't: I want to rip out the roll & keep system, and put something else in its place. I've played in games with roll & keep and been fine with it, but I have problems with GMing that system. It handles physical combat well, but glosses over social conflict, and I want that to be a major part of the game. I need a game mechanic that will give you an actual, measured-in-numbers advantage if your character comes up with a better haiku than the next guy. Just like in real life! (Around the two hour mark, meetings around here get a bit strange.)
I've got a pretty good idea of what mechanic I want to use, but it may require Fudge dice, or something similarly strange.
Ironclaw. Anthropomorphic animals in a neo-Renaissance setting swashbuckle their way to wealth and fame! And fight dinosaurs!
Why I want to run it: Because the last time we played, the players left great steaming piles of plot hooks everywhere: A wealthy banker and his teenage sorceress daughter are miffed at them. The Advanced Magic class at Miss Terwilliger's Academy for Young Ladies has been arrested for witchcraft and arson. Archimedes Strix is still out there in dragon-form.
And I never even got into all the religious conflicts in the setting, or the emerging middle class' struggles with the old nobility!
Why I don't: Not everyone is as interested as I am in stories about Renaissance theology and economics, even/especially when told through the medium of furries.
Annals of the Torchwood Society. Victorian adventurers, aided by the scientific discoveries of Doctors Moreau, Cavor, and Jeckyll, defend the Empire from otherworldly threats!
Why I want to run it: It'd be appealingly gruesome, with players boiling werewolf parts to make Dr. Bluer's Therianthropic Regenerative Lotion and the like. There's also a system for building steampunk gadgetry I'd like to try. Besides, I've got the plot already mapped out.
Why I don't: Might share too many tropes with the Pulp game we finished last year.
Pirates! Put D&D-esque characters on a ship. Give them a Letter of Marque, and cannons. Then start the End the World. Hijinks will ensue.
Why I want to run it: I have a LOT of miniatures. This would be a chance to use them, as well as Savage World's 50 Fathoms and Pirates of the Spanish Main, which I can mine for plotty goodness. Now that i think about it, the only game I don't have fully plotted out is the one I'll actually be running. Hm.
Why I don't: Trying to put a maximum on the "games I want to run" list. Not succeeding, but trying.
What games haven't you got around to running yet?
Why I want to run it: First, I already promised I would. Second, the background is both seriously nifty and massively described online. If anyone wants to know something about the gameworld, they can look it up themselves.
Why I don't: I want to rip out the roll & keep system, and put something else in its place. I've played in games with roll & keep and been fine with it, but I have problems with GMing that system. It handles physical combat well, but glosses over social conflict, and I want that to be a major part of the game. I need a game mechanic that will give you an actual, measured-in-numbers advantage if your character comes up with a better haiku than the next guy. Just like in real life! (Around the two hour mark, meetings around here get a bit strange.)
I've got a pretty good idea of what mechanic I want to use, but it may require Fudge dice, or something similarly strange.
Ironclaw. Anthropomorphic animals in a neo-Renaissance setting swashbuckle their way to wealth and fame! And fight dinosaurs!
Why I want to run it: Because the last time we played, the players left great steaming piles of plot hooks everywhere: A wealthy banker and his teenage sorceress daughter are miffed at them. The Advanced Magic class at Miss Terwilliger's Academy for Young Ladies has been arrested for witchcraft and arson. Archimedes Strix is still out there in dragon-form.
And I never even got into all the religious conflicts in the setting, or the emerging middle class' struggles with the old nobility!
Why I don't: Not everyone is as interested as I am in stories about Renaissance theology and economics, even/especially when told through the medium of furries.
Annals of the Torchwood Society. Victorian adventurers, aided by the scientific discoveries of Doctors Moreau, Cavor, and Jeckyll, defend the Empire from otherworldly threats!
Why I want to run it: It'd be appealingly gruesome, with players boiling werewolf parts to make Dr. Bluer's Therianthropic Regenerative Lotion and the like. There's also a system for building steampunk gadgetry I'd like to try. Besides, I've got the plot already mapped out.
Why I don't: Might share too many tropes with the Pulp game we finished last year.
Pirates! Put D&D-esque characters on a ship. Give them a Letter of Marque, and cannons. Then start the End the World. Hijinks will ensue.
Why I want to run it: I have a LOT of miniatures. This would be a chance to use them, as well as Savage World's 50 Fathoms and Pirates of the Spanish Main, which I can mine for plotty goodness. Now that i think about it, the only game I don't have fully plotted out is the one I'll actually be running. Hm.
Why I don't: Trying to put a maximum on the "games I want to run" list. Not succeeding, but trying.
What games haven't you got around to running yet?