At my next biweekly game gathering, I was planning on pitching A Time to Harvest. However, I've been wanting to run a campaign in the seventies.
"Why the seventies?" you ask. "Aren't you usually all about the dinosaurs and rockin' the Hughes-style eighties?" Sure, but there are elements of the seventies that make for great campaign fodder. Now, don't go thinking of the terrible elements of the seventies like disco in popular culture. This was a time when the youth of the sixties came of age, disillusioned and their ideals shattered by Watergate and the protracted horrors of the Vietnam War. The solution when joining the world of your parents led to this world and the idealism of the sixties failed was to hit the road, exploring the country to discover yourself. No cell phones, no GPS, no Internet, no credit cards - just you, your car, an old gas station map, and a willingness to try to find the good in an unrelentingly oppressive time.
We have reasons to roam, isolation, metaphorical societal rot, and a willingness to shine a little light wherever you can - all the makings for a campaign. Through in some hero's with androgynous names (all the rage in seventies action entertainment). The tough characters are in cowboy shirts, sporting muscle cars and tire irons (cold iron of course). The brains are in leisure suits, donning wild hair, moustaches (if applicable) and mass market produced shreds of occultist hinting at The Truth. The soulful are glammed out, with trust funds, all-access passes, and charm enough for everyone.
What do I need system-wise to make this happen? I don't have my PDF copies of 7e yet, so I'm hoping everything I need is in there. I still need a campaign arc, but I can develop it as we see what resonates during the episodic adventures,
What about inspirational material? So far, I have really any early seventies horror movie (even Touch of Satan), Kolchak, and the flashback episodes of Supernatural. Anything crucial I'm missing?
Thanks!
Matt