Posted: Thu May 01, 2008 12:00 pm
These are cut and pasted from a general discussion forum on a game site I ran previously. These were all ideas I thought of about games to run. I won't include the New World one I listed, since Dorian has listed his own similar idea.
Someone could easily run one of these:
RESISTANCE: An alternate pulp-history, where aliens invade the earth. The game is set in a shattered 1960s London and/or surrounding countryside, where alien invaders have conquered earth. They are busy brainwashing the few healthy survivors into a mindless army, while working the rest of the population to death to exploit the resources (or perhaps some other goal).
The players each lead a small resistance cell. They must scrounge for supplies, and try and gather as many survivors to their cause as possible. They can work together - but there simply isn't enough to go around, and they may have to compete with each other, while avoiding alien patrols and trying to fight back.
FEUDALISM: Set in a small medieval kingdom, each player takes the role of a Lord, Duke etc below a king (or Baron, or whatever). The ultimate aim is to usurp the feudal overlord, or be granted the greater share of land than the other players. All the while, players must compete for the king's favour, hold tournaments, assasinate, tax peasants, flog peasants, send troops on crusade, plot to overthrow the king, plot to make another lord fall into disfavour, etc etc.
Sengoku-Jidai: Set in 16th century Japan. The civil war rages as the heads of powerful samurai clans compete for the title and power of Shogun. Players take the role of one of these samurai clans, and must defeat their rivals through a combination of war, assasination, diplomacy, trade etc. All the while, they mst deal with the ever-powerful peasant uprisings, and the rebellious warrior monks. Foreign trade with the Dutch and the Portuguese can be established to gain access to new weapons and goods. Christianity, Buddhism, Shintoism, and Neo-Confucianism would all be factors.
The game would be either on a large-scale abstracted map of Japan, or simply be played on a smaller section of the main island. I would probably institute inner-clan as well as inter-clan politics, and players would have to safeguard themselves from rebellion and betrayal.
Kingdoms: Essentially the same kind of game as above, though in a medieval setting. Like feudalism, except that players don't have an overlord to pander to - they are that overlord. More of a traditional style for one of these games, including all the usual trappings, such as conquest, diplomacy, trade, religion etc.
THE CHARTER: Players assume the role of either a nobleman or merchant in a burgeoning medieval town. They can pursue different businesses and careers, and even operate against the law. The game has a set amount of turns - whoever has the most money by the end, wins. In the meantime, players compete for business, try to blackmail each other, have each other thrown in prion, compete for cushy jobs and appointments, and perhaps even run for Mayor. Kind of like a medieval version of Junta, for those who are familiar with that game.
IMPERIALISM: Set in a Asia-Pacific style setting in a period rougly equivalent to earth during the 1890s-1910. Players take one of a number of different empires, compete for resources, take, hold and develop colonies; try to avoid the rumblings of colonial nationalism and dissatisfaction; trade; pursue gunboat diplomacy; deal opium; etc etc. I would have loved to have just set this on earth during the 1890s, but if I did that Britain and Russia would just savagely dominate everyone else in the region.
Porn Empires: Players take the role of a pornographer. They start with a burgeoning black and white print swingers mag, then gradually move into glossy print, and film. They can branch out into fetishism though, if they are not careful, they will attract the attentions of morals campaigners, the FBI, and the resurrectd corpse of Joseph Stalin.
By the way, one of the above wasn't a serious suggestion...
Someone could easily run one of these:
RESISTANCE: An alternate pulp-history, where aliens invade the earth. The game is set in a shattered 1960s London and/or surrounding countryside, where alien invaders have conquered earth. They are busy brainwashing the few healthy survivors into a mindless army, while working the rest of the population to death to exploit the resources (or perhaps some other goal).
The players each lead a small resistance cell. They must scrounge for supplies, and try and gather as many survivors to their cause as possible. They can work together - but there simply isn't enough to go around, and they may have to compete with each other, while avoiding alien patrols and trying to fight back.
FEUDALISM: Set in a small medieval kingdom, each player takes the role of a Lord, Duke etc below a king (or Baron, or whatever). The ultimate aim is to usurp the feudal overlord, or be granted the greater share of land than the other players. All the while, players must compete for the king's favour, hold tournaments, assasinate, tax peasants, flog peasants, send troops on crusade, plot to overthrow the king, plot to make another lord fall into disfavour, etc etc.
Sengoku-Jidai: Set in 16th century Japan. The civil war rages as the heads of powerful samurai clans compete for the title and power of Shogun. Players take the role of one of these samurai clans, and must defeat their rivals through a combination of war, assasination, diplomacy, trade etc. All the while, they mst deal with the ever-powerful peasant uprisings, and the rebellious warrior monks. Foreign trade with the Dutch and the Portuguese can be established to gain access to new weapons and goods. Christianity, Buddhism, Shintoism, and Neo-Confucianism would all be factors.
The game would be either on a large-scale abstracted map of Japan, or simply be played on a smaller section of the main island. I would probably institute inner-clan as well as inter-clan politics, and players would have to safeguard themselves from rebellion and betrayal.
Kingdoms: Essentially the same kind of game as above, though in a medieval setting. Like feudalism, except that players don't have an overlord to pander to - they are that overlord. More of a traditional style for one of these games, including all the usual trappings, such as conquest, diplomacy, trade, religion etc.
THE CHARTER: Players assume the role of either a nobleman or merchant in a burgeoning medieval town. They can pursue different businesses and careers, and even operate against the law. The game has a set amount of turns - whoever has the most money by the end, wins. In the meantime, players compete for business, try to blackmail each other, have each other thrown in prion, compete for cushy jobs and appointments, and perhaps even run for Mayor. Kind of like a medieval version of Junta, for those who are familiar with that game.
IMPERIALISM: Set in a Asia-Pacific style setting in a period rougly equivalent to earth during the 1890s-1910. Players take one of a number of different empires, compete for resources, take, hold and develop colonies; try to avoid the rumblings of colonial nationalism and dissatisfaction; trade; pursue gunboat diplomacy; deal opium; etc etc. I would have loved to have just set this on earth during the 1890s, but if I did that Britain and Russia would just savagely dominate everyone else in the region.
Porn Empires: Players take the role of a pornographer. They start with a burgeoning black and white print swingers mag, then gradually move into glossy print, and film. They can branch out into fetishism though, if they are not careful, they will attract the attentions of morals campaigners, the FBI, and the resurrectd corpse of Joseph Stalin.
By the way, one of the above wasn't a serious suggestion...