Weird, ridiculous campaign ideas that we all secretly want to do...


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Goth Guru wrote:
You need a penguin inquisitor named Skipper.:)

Sounds amusing, but am I missing a reference?


Almonihah wrote:

I actually made a thread on this topic in the PbP general discussion, not realizing this thread already existed. XD So here's what I've posted there so far:

The Champions' War

The Age of Lost Omens has ended. The Last Age may well have begun.

The demons were the first to notice the disruption in the flow of souls. When fresh souls ceased streaming into the Abyss, they immediately swarmed to the Boneyard to investigate... only to find it in ruins. No more did the deadly moon of Groetus hang over it, no longer did Pharasma judge souls. The demons found only scattered, disorganized psychopomps, desperately trying to put some kind of order back in place amongst the ever-swelling number of lost souls. The hordes of the Abyss wasted no time in taking advantage of the situation.

This, of course, drew the rest of the Outer Sphere's attention, and soon the forces of every deity had invaded the shattered plane, each fighting to 'save' the souls destined for their realms... and some seeking to seize a few extra while they were at it. A tenuous truce has developed, but it is a fragile one, frequently broken, drawing ever more forces into its enforcement and evasion.

On the Prime Material, the first sign of this expanding chaos was the sudden loss of divine power flowing to Pharasma's priests. (Not many people knew any priests of Groetus, so it took some time before anyone noticed their sudden loss of connection had happened at the same time.) At first they tried to hide the absence of their divine patron, but it was not long before they were forced to divulge the truth.

Since then, it is not only the afterlife that has suffered. With the deities focusing more and more of their attention on the shattered Boneyard, the Prime Material has increasingly been left on its own... save that the chaos in the beyond leaks through to the mortal realms.

It may be more than two thousand years since the death of Aroden,...

And you know what that means:

You've only got a couple of thousand or maybe even just a few hundred years left to engineer Golarion's disappearance to save it! You also need to concoct a plan to float bits of it into space while keeping them habitable, to provide the nucleus of a new civilization . . . although chances are that even getting deity-worthy amounts of power, in the face of all the other challenges you face, you'll probably just manage to pull it off for one city, maybe even one of the largest on Golarion, but still, it's going to be a tough choice. And of course, you're going to have to do a lot of work to obscure what you did so that whatever set this whole thing off in the first place doesn't just find Golarion wherever you hid it and roast the planet . . . although you'll have to run the risk that the out-of-the-way bloated dying star that you're going to have to transport it to orbit around might do that anyway.


Almonihah wrote:
Goth Guru wrote:
You need a penguin inquisitor named Skipper.:)
Sounds amusing, but am I missing a reference?

Go to Skipper.

https://s-media-cache-ak0.pinimg.com/236x/46/a8/de/46a8de54b3800a23c3f4a342 f8f584ca.jpg


UnArcaneElection wrote:

And you know what that means:

You've only got a couple of thousand or maybe even just a few hundred years left to engineer Golarion's disappearance to save it! You also need to concoct a plan to float bits of it into space while keeping them habitable, to provide the nucleus of a new civilization . . . although chances are that even getting deity-worthy amounts of power, in the face of all the other challenges you face, you'll probably just manage to pull it off for one city, maybe even one of the largest on Golarion, but still, it's going to be a tough choice. And of course, you're going to have to do a lot of work to obscure what you did so that whatever set this whole thing off in the first place doesn't just find Golarion wherever you hid it and roast the planet . . . although you'll have to run the risk that the out-of-the-way bloated dying star that you're going to have to transport it to orbit around might do that anyway.

I might have been thinking of it as a Starfinder prequel, yes. :D


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I've been thinking of running a campaign based on an old text based forum RP a friend ran called 'Descent into Hell'.
The game is set on modern day earth, a few months after an enormous chasm opened somewhere in the world (in the original game it was Venezuela). In this game magic has been introduced to the world by the chasm's opening, and the PCs play a group of extraordinary individuals chosen to go into the chasm and investigate- the previous expedition of non-magical soldiers ended with all but one raving madman not returning. Creatures + settings are based on real-world mythology, probably everything ends badly.


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I would like to run a campaign where the economy and people of Golarion are realistically run. I'm fairly certain it would grind down into a terrible, terrible dystopian future pretty darn quickly lol.

"what do you mean the demons left the worldwound?"
"Dunno.. the just shook their heads, muttered something about 'damaged goods' and fell back through the abyss. It's closed now."


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189birds wrote:

I've been thinking of running a campaign based on an old text based forum RP a friend ran called 'Descent into Hell'.

The game is set on modern day earth, a few months after an enormous chasm opened somewhere in the world (in the original game it was Venezuela). In this game magic has been introduced to the world by the chasm's opening, and the PCs play a group of extraordinary individuals chosen to go into the chasm and investigate- the previous expedition of non-magical soldiers ended with all but one raving madman not returning. Creatures + settings are based on real-world mythology, probably everything ends badly.

AND

Wszebor Uriev wrote:

I would like to run a campaign where the economy and people of Golarion are realistically run. I'm fairly certain it would grind down into a terrible, terrible dystopian future pretty darn quickly lol.

"what do you mean the demons left the worldwound?"
"Dunno.. the just shook their heads, muttered something about 'damaged goods' and fell back through the abyss. It's closed now."

Hey, do you suppose these events could be connected?


The demons leave Golarion and come to earth for some better non-damaged people to corrupt?


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I've come up with a ridiculous idea for a first starfinder campaign:

The players are part of a goverment anticorruption group who have a goal of infliltrating high society in order to find the most corrupt. Their plan to infiltrate high society: become a galactic-level rock band and get super rich.

It would be a very silly campaign


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williamoak wrote:

I've come up with a ridiculous idea for a first starfinder campaign:

The players are part of a goverment anticorruption group who have a goal of infliltrating high society in order to find the most corrupt. Their plan to infiltrate high society: become a galactic-level rock band and get super rich.

It would be a very silly campaign

Sounds fun


Gargamel the Evil Wizard wrote:
The Green Tea Gamer wrote:

In all seriousness, I have always wanted to run two games, one with a party of villains, one with a party of heroes. Their actions affect the world together, and they hear of but don't encounter one another. When they both reach about...fifteenth to seventeenth level...let them battle it out an an apex conclusion of their efforts.

I have neither the time, nor patience, nor attention to detail to pull this off in any way, shape, or form...though I believe for others it could be done. Would love to be a player in such a game...*sigh*

Guys, I found the Head of Vecna...

I want to find the Head of Vecna!


Halfling Nazis


I found myself musing recently on how to make a campaign where the party members are all figurines of wondrous power being carried around by the same person/group... seems like there's potential there, but it would have to be a group that was okay with being active at the whims of NPC's.


Almonihah wrote:
I found myself musing recently on how to make a campaign where the party members are all figurines of wondrous power being carried around by the same person/group... seems like there's potential there, but it would have to be a group that was okay with being active at the whims of NPC's.

It might be easier if they had control of the NPC, at least in terms of when they get to be let out.

Might work better if each had their own NPC. Sort of like playing Pokemon as the mon instead of the trainer.


How about "The twisted toybox"
Some rich, young, NPCs win an auction. A large chest containing magic items that could not be identified. The 5 items are chosen by the players to play. There is a figurine, an intelligent sword, A haunted plate shirt, A living spell book, and a holy symbol that is an angel.

If the sword is a holy avenger, it will have to convince it's new owner to take levels in paladin to use it's full powers.


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A couple more ideas I've had of late:

Go Go Silver Ravens! Hell's Rebels with a party consisting entirely of Tengu Vigilantes

They Will Be Giants: Kaiju of Magnimar; An adventuring party exploring a newly-discovered dungeon beneath the Irespan breaks an ancient seal... and soon find themselves rapidly growing and changing, turning into massive, monstrous creatures. Nor are they alone, for a plague of giant monsters immediately begins attacking the region. Will the newly-made kaiju seek to reverse their transformation, or embrace their new power? Will they become Varisia's unlikeliest saviors, or its greatest tyrants?

Mechanically, in addition to adding a lot of size-related bonuses to strength and con, each player would be able to add eidolon evolutions to themselves to represent their monstrous kaiju powers (with some additions and modifications to the list of evolutions).


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A LARP based upon the works of "Weird Al" Yankovic, with special emphasis on "Everything You Know is Wrong," "Midnight Star," "Jerry Springer," "I Think I'm a Clone Now," and "Foil."

I started writing this game several years (and at least two albums) ago, and have always intended to go back and finish it...


Don't forget to include a sumo vigilante class(based on I'm FAT!)

Also, magic item clothing from the TACKY line.:)


Goth Guru wrote:

Don't forget to include a sumo vigilante class(based on I'm FAT!)

Also, magic item clothing from the TACKY line.:)

It would be as rules-light as I can possibly make it, so no classes and probably no magic items. But a character based on Al's "Fat" persona is definitely on the must-have list!

Scarab Sages

Tim Emrick wrote:
Goth Guru wrote:

Don't forget to include a sumo vigilante class(based on I'm FAT!)

Also, magic item clothing from the TACKY line.:)

It would be as rules-light as I can possibly make it, so no classes and probably no magic items. But a character based on Al's "Fat" persona is definitely on the must-have list!

You could totally do that with Risus: The Everything RPG. My friends and I had a Risus campaign for a while where we were agents of the real Iron Chef, going out to get ingredients for him like manticore flesh and unicorn horn, while fighting off the rival Antarctic Nazi Brewmeisters. Risus is super-light rules and really good for campaigns with a humorous tone.

Grand Lodge

I want Hell's Vengeance with an all kobold party.


All party members are chosen by fate and are perfect beings to make a huge change on the world.

all 18's for their stats gestalted with a psionic class just for the powers and psi points.

Any class or combination of classes they want to play. Very slow progression.


A large meta-game with about 30 players and 5-6 GMs, all adventuring simultaneously in the same game-world. The larger group breaks up into smaller adventuring parties, each with their own GM. The GMs periodically check in with each other to mesh their individual campaign arcs together into a larger plot. And oevery once in a while (annually?), all of the groups get together to have a huge adventure all together in one room. Afterward, the individual groups could swap PCs (and their players), forming new adventuring parties with different characters. This could also allow some of the GMs to also be players from time to time.

IOW, it's a very small-scale organized play group where everyone knows everyone else personally.

My college D&D club operated like this 25 years ago. It was a blast.

Grand Lodge

That sounds a lot like the convention-based large scale PFS scenarios (I love those, even if they go overboard with resource expenditure for survival), but for campaigns...


Vidmaster7 wrote:

All party members are chosen by fate and are perfect beings to make a huge change on the world.

all 18's for their stats gestalted with a psionic class just for the powers and psi points.

Any class or combination of classes they want to play. Very slow progression.

I'd play that ;)


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A game set in the Aperture Science laboratories just when GLaDOS is starting to take over, but using the Paranoia RPG ruleset.


My last post on this forum -

A game where the Player Characters interact with each other to achieve a common goal.


Terquem wrote:

My last post on this forum -

A game where the Player Characters interact with each other to achieve a common goal.

I don't think I've ever been in a campaign where the above was not the case . . .


Then you are truly lucky KahnyaGnorc...


Kobold Cleaver wrote:
A game set in the Aperture Science laboratories just when GLaDOS is starting to take over, but using the Paranoia RPG ruleset.

Oh, I would play that in a heartbeat!


Oh I remembered a ridiculous campaign I actually ran before. this was for 3.5 I wanted to use all my 3.5 books so I did a rifts/sliders type game where I let players play whatever they wanted from my book collection. I've done it 3 times in fact.
The first party went like this

Mutant cowboy from a zombie ridden world
Samurai mech pilot
Half-dragon frenzied berzerker.
Mystic theurge LG high priest of osiris that was a good lich (theres rules for it).
Oh and basically dead pool with a sword that cuts through dimensions.


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Reminds me of my TORG days. Where else can you get a devout mad cyberhacker, an ancient Egyptian priestess, a medieval paladin, and Dr. Helsing join forces?


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Rifts.

Scarab Sages

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This idea came to me last night after watching a Cinefix video on YouTube about a 1979 Russian film by famed director Andrei Tarkovsky. The film, Stalker, is about a mysterious room that grants wishes. To reach it people must pass through a zone where the laws of physics don't apply. Being Russian and by Tarkovsky, the movie is about much more than that, but it occurred to me that one could possibly build a campaign or part of a campaign around finding the wish-granting room.

Suppose the room is located in an ancient ruin on an island that only appears once every 100 years or longer, or perhaps it appears randomly. The location of the island is only roughly known because it only remains accessible for a short time and no one has been able to make an accurate map. Then add in some time during which knowledge of the island is lost or garbled, or perhaps it's been a closely guarded secret .

The PCs could find an old document about the island, or perhaps they're hired by someone who has such a document. Perhaps an artifact is also necessary to reach the island or access the room. The island itself is fraught with obstacles. And the campaign doesn't have to end with finding the room and being granted wishes, because we all know what happens when you make a wish.


If you have seen the movie Cube, you could have the wish room at the center of the complex.


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Someone semi-joked about it, but given that I have GURPS: Callahan's Crosstime Saloon and a deep love of the book series, I've spent way too much time writing up ideas for a brothel campaign inspired by Lady Sally's Place.

With a bit of crossup for the people who may not appreciate a smuttish romp, some of the campaign would be questing for rare boozes and food for the bar, while other adventures would be themed around...talent acquisition. Particularly for certain patrons of more exotic proclivities.


I haven't figured out how I would implement this yet, but I would love to do a reverse-level campaign. The PCs start out at 20 and gradually work their way down to 1.


I actually saw a game on Steam that sounded kind of like that...


You mean like... the PCs get affected by a curse which gradually levels them down? And they spend the campaign looking for a way to reverse - or at least halt the progression of - their cursed condition, before they get level-drained to death (by reaching level 0)? That sort of thing?


Aaron Bitman wrote:
You mean like... the PCs get affected by a curse which gradually levels them down? And they spend the campaign looking for a way to reverse - or at least halt the progression of - their cursed condition, before they get level-drained to death (by reaching level 0)? That sort of thing?

No. That would be typical and fairly easy to implement.

I mean, the campaign starts with the PCs at the height of their power and ends with them at 1st level. And yet that would seem a logical, desirable progression, NOT a negative thing.

The tricky bit is finding a way to redefine "progress" and "success" so that they don't mean "going up in level" and "getting more stuff."

It's a subtle idea. Probably too subtle to actually work. The more I try to explain it, the more confusing it sounds, which is usually a good clue that I'm heading in the wrong direction.


Going up in level, for the most part, makes you better at combat, but helps much less in other ways. For example, it makes for a really bad way to represent the power of a scheming palace eunuch or a beloved village priestess or the king's aged tutor. Heck, I know people who find combat distasteful and never play D&D/PF because they aren't interested in the combat. Leveling doesn't look fun, either, in that case. I heard it once described as, "If you take out the trash enough, you'll become better at taking out the trash."

Furthermore, people grow old and pass on. What use is a general's battle prowess at the age of 90 on his deathbed? Eventually, people's faculties decline, and it becomes far more important to ensure the next generation has the tools to continue your work than to keep amassing them for yourself. Better to have been Fezziwig than Scrooge in the end, eh?


Wrong John Silver wrote:
"If you take out the trash enough, you'll become better at taking out the trash."

Well... what if the guy making you take out the trash is... Mr Miyagi? Heh.

But seriously, yeah, it's true that D&D/PF makes certain assumptions. If you want a game with no combat, in which your character advances in social skills, scholarly knowledge, artistic prowess, craftsmanship, or scientific understanding, you may want a different system.

Scarab Sages

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quibblemuch wrote:


I mean, the campaign starts with the PCs at the height of their power and ends with them at 1st level. And yet that would seem a logical, desirable progression, NOT a negative thing.

The tricky bit is finding a way to redefine "progress" and "success" so that they don't mean "going up in level" and "getting more stuff."

It's a subtle idea. Probably too subtle to actually work. The more I try to explain it, the more confusing it sounds, which is usually a good clue that I'm heading in the wrong direction.

Maybe they are great heroes who have been granted god-like powers, but they have to take on a task that either ages them significantly or causes them to deplete their finite abilities. In the end they might return to ordinary lives, or perhaps they pass on/ascend/reincarnate as a reward for their labors.


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Either that, or Conservation of Ninjutsu is in effect in a kingdom building situation.


I once tried to get a campaign started that centered around repeated dungeon crawls, but with a collective motivation for the PCs other than kill monsters and take any treasure they find lying around. I mean, they still killed monsters and collected any treasure that they found lying around, but they had a slightly higher-level motivation to do it. I even started a thread about it to try and get the hook developed further.

Quote:

About 15 to 20 years ago, the Empire sent a large regiment of soldiers into hostile lands to deal with a barbarian threat. The soldiers were efficient and ruthless, destroying villages and communities in their pursuit of the enemy, specifically a popular shaman leader, named ToBeDetermined. :)

A small detachment of the regiment's leadership finally cornered the shaman leader and his retinue deep underground in some ancient barrows that the barbarians considered holy. The shaman leader knew that he was cornered, and spent the remaining few hours of his life performing a ritual that would curse the invading soldiers and their descendants.

The Curse of ToBeDetermined affects every living member of said regiment and their descendants. Since ToBeDetermined (and most of the barbarian hordes) viewed the empire as greedy and decadent, the curse is designed to force the soldiers to find an enormous amount of money, and "spend" it in a ritual to try and wear away the curse. When enough money is given to pay off the curse, the curse will be lifted for all of the soldiers and all of their descendants, whether living or dead. It's sort of like punishing a glutton by forcing him to overeat. Since the regiment destroyed whole families and tribes, the curse is extended to the soldiers' families.

The immediate consequences of the curse are ill-defined at this point, but the lasting consequence is that the souls of those affected aren't sent to an afterlife. They're not undead, but they are enslaved in a sort of limbo ruled by ToBeDetermined. So, the PCs will be those soldiers or their descendants going into dungeons to get cash to work off the curse. I envision that at the end of every dungeon, the PCs will perform the ritual and then head out to possibly another dungeon. All over the world, others also affected by the curse are attempting to do the same. This provides an easy entry for new PCs to come into the party in case of player death or if more of our friends want to play.

Ultimately, I got too bogged down in trying to make the PCs' motivations for this campaign airtight instead of just trusting that players would overlook any plot holes so that they could play the game. There were a few mechanics questions addressed in the thread that were not resolved, also.

I've revisited this idea a few times over the years, and I think that if I were to do it today, it would be fun to pair the idea with a random dungeon generator that I own.


This thread. :D If you don't want to look, we're talking about having the party consist of two PC's with familiars... and two people playing said familiars.


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Andostre wrote:

Snip necessary

The Curse of ToBeDetermined affects every living member of said regiment and their descendants. Since ToBeDetermined (and most of the barbarian hordes) viewed the empire as greedy and decadent, the curse is designed to force the soldiers to find an enormous amount of money, and "spend" it in a ritual to try and wear away the curse. When enough money is given to pay off the curse, the curse will be lifted for all of the soldiers and all of their descendants, whether living or dead. It's sort of like punishing a glutton by forcing him to overeat. Since the regiment destroyed whole families and tribes, the curse is extended to the soldiers' families.

The immediate consequences of the curse are ill-defined at this point, but the lasting consequence is that the souls of those affected aren't sent to an afterlife. They're not undead, but they are enslaved

...

If they are cursed to be in contact with their ancestors, they will have more than enough motivation. Imagine being a pre petitioner forever. No heaven, no hell, no undead status, and only your living ancestors to talk to. There are no drugs to block out the voices so, there are no other options.


Dang, that got dark.

Grand Lodge

Almonihah wrote:
This thread. :D If you don't want to look, we're talking about having the party consist of two PC's with familiars... and two people playing said familiars.

That reminds me, I wanted to do a game with multiple characters sharing the same body, played by multiple people, with varying skills.

I've already done a game with multiple people playing copies of the same personality in different bodies.


Mangenorn wrote:


That reminds me, I wanted to do a game with multiple characters sharing the same body, played by multiple people, with varying skills.

So sort of like this, but with a human? :D

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