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K Peterson

What are you currently running?

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It's a bit of a cliched forum topic, but what the hell...

What D100-based system are you currently running, and in what setting are you running it in? Published system as-is, tweaked and house-ruled, Frankensteined from various parts. Official published setting, altered published setting, historical or DIY setting.

How long have you been running it? Is it open-ended or do you expect to conclude it at some point?

If you're not currently running (or playing) anything D100, what would you like to run in the future?

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Currently I'm not running anything.

At Conglomeration in Louisville KY April 8-10, I'll be running a Delta Green demo.

Later I'll be running "A Time to Harvest" in Lexington, KY. 

 

James / Nezeray

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My own answers:

I'm currently running Delta Green using the playtest rules for the new edition that's coming out in May. I'm using a number of published adventures and 'shotgun scenarios' to string together a campaign that'll probably run over a dozen sessions, or so. For those familiar, I've started with Puppet Shows & Shadow Plays already, will likely move on to Last Things Last, Metamorphosis, and then "end" with A Night on Owlshead Mountain. After we reach that point - assuming that there aren't piles and piles of dead agent bodies, and the players aren't too demoralized :) - I'll see if the players want to return to Delta Green some sessions in the future.

My 'Sunday CoC group' meets every two to three weeks, so we tend to play one-off mysteries, or short campaigns. Running some mega-campaign, or something seriously open-ended wouldn't be that feasible. So, if we find a campaign premise that we all can latch on to, we return to it over time.

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Right now the internal playtest of Skaerune', which I will expand on once the QS guide is out. On the horizon, an online Magic World game set in a fantasy - historical Mercia around the time of the death of Aethelbald, the short reign of Beornred, and the rise of Offa. Also some play testing of the MW setting I am working on (The City That Thieves) is also in the near future. So really just play tests and online gaming. 

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Running a long PbP campaign using Magic World as base rules in a new continent.

Also a pen n paper Magic World game in Southern Reaches going on two years. 

Want to do a BRP Walking Dead thing but no time just yet. 

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Began a new fantasy campaign on Saturday, for the moment using the big gold book with bits and bobs out of  Chivalry and Sorcery, and some scenarios out of the Harn fan material.  The campaign is set using the old Avalon Hill "Perilous Lands" setting, in the mythic (and faintly ridiculous) Kingdom of Donara.  This mix (using different rules sets) has been an occasionally recurring nightmare in our group for decades.

Previous campaign was Cthulhu Invictus using 6th edition Call of Cthulhu rules, and a one shot for that ran a couple of weeks ago.

Both ran until the wheels popped off or the shark was finally and unsuccessfully jumped

 

Edited by wombat1
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I just started running a new campaign this past Saturday. We're doing Star Wars in a modified Old Republic era - since much of the EU is out the window, I am taking liberties wherever I want to fit my story, with the OT and Ep VII as inspiration. The game is set prior to the rise of the Sith (but with a nascent and increasingly partisan Jedi Order), covering the first invasion of the Mandalorians into Republic space. The player group is a team of "cleaners" funded by a senator with designs for a more central government.

My game engine is a love-child of BRP & OpenQuest, with FATE elements bolted in for good measure. The whole thing is generously lubed up with house-rules for fast, easy, and internally consistent gameplay.

I plan for about 5-8 good sessions of play, but if the players enjoy it then I'll probably keep rolling with it.

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Not currently running anything, but bouncing back and forth between working on two homebrew settings and trying to decide which one I want to try to get people together to actually play in.

The first is a post-technological, Dying Earth/Xothique-type setting focused around an ancient city on a fragment of the shattered Earth.  Definite Tekumel-like influences in social structures and organization-centricity, but based in smaller guilds rather than wide-ranging clans.  I think this is the stronger option, but tend to either bog down or waffle on a lot of the social and historical elements, so progress tends to be slow.

The second is a more generic post-apoc Wasteland/Road Warrior concept, starting off with three or so potential PC origin settlements, then growing ad hoc from there as characters explore and learn about the world around them.  This sort of organic, exploration-focused sandbox is what I've normally run in the past and has the advantage of being really quick and easy to get up and running, but they also tend to be somewhat generic.

Either way, my core system is Mythras/RQ6 with bits and pieces from other BRP-based games and various house rules.  The second setting would also involve a heavy dose of the Rubble & Ruin monograph.

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19 hours ago, K Peterson said:

It's a bit of a cliched forum topic, but what the hell...

What D100-based system are you currently running, and in what setting are you running it in? Published system as-is, tweaked and house-ruled, Frankensteined from various parts. Official published setting, altered published setting, historical or DIY setting.

How long have you been running it? Is it open-ended or do you expect to conclude it at some point?

If you're not currently running (or playing) anything D100, what would you like to run in the future?

About to start running the next chapter of my 2300AD variant setting powered by my BRP SF rule set (a minor evolution of Magic World and the BGB). This is the third installment of an episodic campaign I have been running with the Wednesday guys since, 2012

Currently playing CoC 6e (well, pre 7e anyway) World War Cthulhu: Darkest Hour - started last Autumn, trying to get to a break point before the clocks change...

Cheers,

Nick

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Currently running a weird west campaign using a combination of Ace's High/BRP and allowing for certain Feats from Pathfinder and Edges from Savage Worlds. For a spell casting system, using the Pathfinder spells with power points assigned to the spells. Been running this campaign since Jan 2014, using Obsidian Portal to help with maintaining the campaign, https://deadwood-deacon.obsidianportal.com/ Also using my own website for the game as well, http://www.johnprime.com/deadwood_deacon/ This one runs every other Wednesday normally.

Also running a fantasy campaign using a combination of Magic World/BRP. I'm also allowing certain Feats from Pathfinder and the spells from Pathfinder with the same power point structure for those spells. Been running this campaign campaign since Nov 2014. Also using Obsidian Portal to help with maintaining the campaign, https://heroes-of-galideeria.obsidianportal.com/ I have a section of my own website for the game as well, but I haven't been maintaining that one as much. This one runs the 4th Saturday of the month normally.

Finally, have a one shot DC Adventures that I'm running that should be ending after this month.

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After a pretty much a quarter century away from Glorantha, I am now running a campaign in Apple Lane.

 Athough I played a lot of Runequet 2 in high school we always focused on Prax and Pavis.  I had never had the chance to go through or GM the Iconic  Battle at Gringle's Pawnshop.  I wanted to run a quick scenario so it seemed like the perfect thing.  It went pretty well and now has turned into a weekly thing with a lot of steam.

 

 I was not sure how much longevity the game would have so I started with Openquest, which is really quick and easy to build characters and introduce the system.  I did add hit locations though because it seems to add so much to the visualization of the fighting and draws new players in nicely. For characters I use 1/2 hit points for each location ( major wounds), rather than the normal brp hits per location.   As we have gone along  I have introduced more and more elements of Runequest 2  (Weapon Damage, Resistance charts, experience  based skill increases, and Pow gain rolls).  I have also added some loose stuff on passions and the runes that they can stress to get extra adds or spell-like abilities (from Uncounted Worlds and RQ 6).  These have worked great and really draw out roleplaying of the characters.   Each night I explain a new rule or two that we tack on.               

      Characters are now through most of the Rainbow Caves , finally beating Whiteye and his gang.  They just  made friends with the Newtlings and defeated the Spirits of the Rock Lizard.  I tried RQ2 spirit combat with  Rock lizards and that  did not go very well.  (I love the idea of spirit combat, but it always causes problems in actual play for some reason).  Several players were twiddling their thumbs while others were struggling  for their lives.  I really need to dig through different rule sets and find a good way to do this. 

Otherwise things are great.  It is a lot of fun seeing a whole bunch of new people experiencing the old Runequest/BRP vibe for the first time.

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On 3/3/2016 at 2:52 PM, Akerbakk said:

I just started running a new campaign this past Saturday. We're doing Star Wars in a modified Old Republic era - since much of the EU is out the window, I am taking liberties wherever I want to fit my story, with the OT and Ep VII as inspiration.

Why is EU out the window? You still have access to the information.  You can even get the WEG books if you want.  The only reason I could see if for 'canon' reasons, but let's face it Ep VII is essentially fan fiction.  George Lucas has nothing to do with the content of the film nor did it directly or indirectly get his approval.  At least with the old Lucasfilm there was a bit of Lucas control exercised through the hierarchy put together.  It just happens that Disney can legally make the Star Wars films.  The EU was legally made before Disney. 

I like the Old Republic.  I would personally set a game in that time period, but not because of anything to do with EU. 

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I'm currently playing in a Nephilim campaign set in Victorian London, using the Chaosium version of the rules. I'm not running anything right now, but am preparing a Mythic Iceland campaign using Mythic Iceland and the BGB.

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Previously (up to 2 years ago):

GLORANTHAN ADVENTURES - Previously in the 80s and 90s I ran this with either RQ2 or RQ3. In more recent years it was a hybrid mix of RQ3 and BGB rules, with alot of content from HQ. Loosely played the HQ campaign "Blood Over Gold', although not to completion. I tweaked the Malkioni to be more ancient-flavoured, which, as it turned out in G2G was more in keeping with the current interpretations of Malkioni. Cool !!!

I will possibly return to it once I get more content on the Malkioni from future supplements; I really dig Glorantha.

Currently running:

PULP CTHULHU - Hybrid rules, initially started with CoC 6E + BGB + Amazing Adventures + Blood Tide Stunts (and a few home brew stunts, inspired by White Wolf's 'Adventure' rpg and Savage Worlds 'Thrilling Tales' rpg). Ended up replacing BGB with RQ6 and it still works well, although we use the simplier Mooks rules from Amazing Adventures. Probably should have went with CoC 7E + Amazing Adventures, but too late to rejigger it again. I ran several CoC scenarios with a more pulpy flavour, then embarked upon ' The Masks of Nylathotep' campaign, and still on it.  It's great fun - much more Indy Jones than HP Lovecraft!

DUNGEON CRAWLINGS - Not so much a campaign, just a time-filler for my two primary school age sons. I am rehashing Fighting Fantasy game books and old Basic D&D scenarios, and using OQ as the game engine. No prep, no brainer, surprisingly alot of fun and it beats console games.

Potential future games ( I can't decide):

PULP CTHULHU - As above, except I might embark the characters on "The Horror On The Orient Express'. It will be another undertaking if I do this

PENNY DREADFULS - CoC 7E + Cthulhu By Gaslight + Stunts (ported from Blood Tide and other pulp rpgs). 

NORSE SAGAS - RQ6/Mythras + MRQ2 Vikings

MYTHIC BRITAIN - RQ6/Mythras + Mythic Britain

MYTHIC ROMA - RQ6/Mythras + BRP ROME book

MYTHIC GREECE- RQ6/Mythras + Mythic Greece (once it is published)

SAVAGE SWORD & SORCERY - RQ6/Mythras + either Book Of Quests, Spider God's Bride, or OQ The Savage North or Life And Death

SPACE OPERA - Either Mercenary Breed (LEGEND), or River Of Heaven (OQ)

GLORANTHAN ADVENTURES - ? Pavis/ Prax, ? Dragon Pass. ? Holy Country ? Trader Princes ? Safelster ? Seshnela - choices, choices. Likely to try out the next version of RQ for this, considering the setting is now baked into the rules. I'm apprehensively excited about the new edition of RQ, and itching to get back into Glorantha!

(Well, the OP asked...heh heh, and that's my life sorted)

 

 

Edited by Mankcam
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I'm been running a BRP Wind on the Steppes blog-campaign for a while. I'm not sure how and when we'll finish it, but it is still running. I'll probably switch to the new Revolution D100 rules when they are ready.

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On March 3, 2016 at 2:51 PM, wombat1 said:

Began a new fantasy campaign on Saturday, for the moment using the big gold book with bits and bobs out of  Chivalry and Sorcery,

What are you using from C&S?

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Not running anything right now sadly.  Haven't found time for it.

I would like to run a game I'm just calling Monster World using Elric! as the base rules with combat styles from RQ6, Magic from BGB and Classic Fantasy and a few other bits here and there.  The big gimmick is that we throw balance to the side and use Tooley's Big Book of Monsters to role up characters.  Otherwise it's a straight forward high fantasy game (but, like, the king is a beholder and his advisor is an intelligent strain of green slime).  We've got characters made but haven't had time for an actual session.

I've been meaning to start up a game with my kids too.  Something to do with them for a few hours on the weekend.  I got them hooked with Hero Kids but I think it's time to move to BRP with a shorter skill list and pictures.

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8 hours ago, Mankcam said:

Potential future games ( I can't decide):

(Well, the OP asked...heh heh, and that's my life sorted)

Yeah, I've got a laundry list of 'potential future games', and that list gets longer and longer as more time passes. I maintain a separate OneDrive folder for each one and gradually add campaign notes, homemade character sheets, and images. Sometimes these ideas actually reach the game table (like the Cthulhu by Gaslight 6e campaign I ran last year), some sit in stasis for a long time, and a very few just fade out when I realize I'll probably never get around to running them, and archive them away.

Some Potential Future Games

Cthulhu Dark Ages using the Abbey monograph - CoC6e with strike ranks.

Dark Streets - converted to 6e with some minimal house rules.

1920s CoC 6e set in Lovecraft Country - a sandbox to explore, hopefully.

Sword & Sorcery - Elric! with Corum magic and strike ranks, in whatever dark fantasy setting I finally decide upon.

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Playing a historical CoC campaign that will eventually utilize Cthulhu & Clockwork set in the early 1600s which merges 7th Sea with a historical milieu.  However, the campaign has players split over time...so I can bring in other elements/times but the same basic archetype still will emerge.

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"Real Life" has been far, FAR to "real" of late; although everyone in the house plays RPG's, we aren't currently running ANYTHING.

Most recently, it was a largely RQ6/RQE driven game of magical influence and geopolitics set in the Himalayan & Indian pats of an alt-Victoriana semi-steampunk world, with the PC's involved in the theft and recovery of a magical artifact.  We may or may not ever return to that.  :-(

Up next (or after the game mentioned above, if we do finish it) will likely be a RQ2/RQClassic game using the Gloranthan Classics and/or some of the Kickstarter Stretch Goals...

 

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What I would like to run is:

Slice of life for Chaos warriors, an Brp goldenbook with Sorcery, mutations and some super powers. Stealing some spells and stuff from magic world/elric! Not concentrating on Evil mad power hungy godlings/demons, but more in the lines of:-you are a mutant, magic user outside normal soceity. 

orc! Runequest 3 ed. You play orcs, doing orky stuff!!

 

 Openquest doing D&D stuff... Soon i hope.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

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On 3/5/2016 at 10:05 PM, Chaot said:

I've been meaning to start up a game with my kids too.  Something to do with them for a few hours on the weekend.  I got them hooked with Hero Kids but I think it's time to move to BRP with a shorter skill list and pictures.

I looked around for kids games a fair bit, and most were very simplistic and also depicted pre-teen or adolescent characters on the covers. However I realised that most pre-teen boys want to play 'adults', so I was barking up the wrong tree.

Fighting Fantasy gamebooks pretty much hit the niche I was after (they were what I discovered around the age of 13, before finding Basic D&D and RQ2 a year later). I outsourced the rulebook for Advanced Fighting Fantasy, and it was pretty good, but then I realised that OQ wasn't that much more complicated and alot more intuitive for me so I went with that. 

I did trim the skill list a bit, but not overly so, I found the skill structure in OQ to be reasonable and not overwhelming for my lads. We use OQ Basic, so all magic is Basic/Battle Magic and I just rule that if you are a Wizard you can choose Spells whereas everyone else gets those powers as 'potions' so once used they are gone. It works pretty well so far, and I used the advice from the full OQ rules on how to make up Specialist Warriors and Wizards and just went with that.

Heaps of Fighting Fantasy and early D&D scenarios out there to retrap, with very little logic or backstory, it's endless traps, combats, etc alot of old school fun. I hand out Luck/Hero Points a bit more just to downgrade wounds etc to keep them going. The kids are having a ball, and it may segue them into the wider BRP Family one day.

So OQ is a great option if you have late primary/elementary kids, or if you just want to dungeon-crawl.

Although this barely counts as a 'campaign' that I'm running :-)

Edited by Mankcam

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6 hours ago, K Peterson said:

Yeah, I've got a laundry list of 'potential future games', and that list gets longer and longer as more time passes. I maintain a separate OneDrive folder for each one and gradually add campaign notes, homemade character sheets, and images. Sometimes these ideas actually reach the game table (like the Cthulhu by Gaslight 6e campaign I ran last year), some sit in stasis for a long time, and a very few just fade out when I realize I'll probably never get around to running them, and archive them away.

We have the ideas yet will never get the time to express them or run them. Ah, the curse of the GM gamer...!

Edited by Mankcam
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Call of Cthulhu 7th edition in a monthly(ish) Horror on the Orient Express 2nd-edition campaign. The players and I are all really enjoying the new edition.

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15 hours ago, Chaot said:

What are you using from C&S?

Sorry to be so long getting back to you.  I am using the random social status table, which gives rise to a basic score for the Status skill.  This also extends out to "father's occupation."  This would be of minor interest to the players, except that it gives rise to a small number of skill points to be put into occupations on the father's occupation skill list.  The player is by no means required to make the character follow that profession, but gets a little extra bonus based on it. (There are thus three pools of skill points rather than just two.) 

Also, the price list material for things.

Also, the world building material, which simplifies my life tremendously.

Will eventually start round to dealing with the magic system but that is down the path a bit--at the moment there are no real magic user characters that cannot be handled by the shaman system of the old AH edition of RuneQuest.  But I would like to pound my way through the C and S Basic Magic System and some of the others, if I can figure out how to plug it in with reasonable magic point costs.

 

Edited by wombat1
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