Mini-Post: Shamus' new game
Yesterday, Shamus Young posted about concluding his D&D campaign and starting a new one.
One of his key challenges was that everybody in his large group (8 players) wanted to play a different style/theme than the rest.
D&D was chosen last time because it’s the default game that his group seems to have agreed to. And it that’s what he might go for again.
Now I don’t want to dwell on his list of player specs for rules of the perfect RPG, that’s his personal Player’s Creed and I’m cool with that even if I don’t share his views.
I also don’t want to suggest he takes on a new game system as many on his site proposed. I believe this would send his group into unneeded storming again and I don’t think that’s what he wants.
But since he has limited RPG resources and the whole group knows D&D 3,5 here’s a few tips I suggest for his next game:
First, go with D&D 3.5 but open it up to allow the other players a bit of what they want:
Mech Warrior guy seems to be a Brilliant Tactician, so play with a battlemap and figurines (or stand-ins) at least once in a while.
To truly make his day, make one adventure arc about ‘giant steampunk mechas’ by making some D&D monsters into drivable constructs (The Bulette is my favorite) and using D20 Vehicle rules. Have at least one adventure where a battle is fought with them.
Let the other players who don’t care about this stuff play the battle by jumping from Mecha to Gigantic monster.
Rules Aside: Yes I read the strip where Legolas wants to do things the rule disallow, but I suggest you have your own version of the Rule of Cool handy and allow jumping around, ignoring failure so the non-mecha players can have fun focusing on getting the bad guy sitting on the Dinosaurs!
Allow players to play Vampires and Werewolf PCs (for 5 bucks I suggest Sean K. Reynolds’ Curse of the Moon as an alternate) . Depending on starting level, you can even disregard ECLs.
Set the game on an ocean world where an evil Island-spanning Empire fights against rebel Pirates! Set ocean-gates that allow faster travel from island to island.
Star Destroyers become Behemoth Floating Dungeons with Magic Siege Engines! The Death Star is a Flying Aircraft-Carrier!
And use all those Steampunk StarWars pictures on the web as props for fluff.
All this can be done with core books and stuff borrowed legally from the net.
Damn, I want to play that game now!
What about you, dear readers, do you have any other hints that don’t entail buying a new game?
The Chatty DM is the "nom de plume" of gamer geek Philippe-Antoine Menard. He has been DMing various versions of D&D for more than 27 years. A renowned RPG blogger and published author, he now squats a corner of Critical Hits he affectionately calls "Musings of the Chatty DM." (Email Phil or follow him on Twitter.)



Fixed the Vehicle Rules link for you.
You’re welcome.
Why thank you!!
Technically not buying a new game, but the Iron Kingdoms campaign sourcebooks are quite good and have some nice techy stuff and the background info is full of fluffy goodness.
“Damn, I want to play that game now!
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I don’t remember where I heard it said, but often the only way we get the games we want is to run them ourselves
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I love concepts that take fantasy themes and catapult them into high tech scenarios. What you are describing seems to do that, which would make for a really nifty game.
The thing is that I have more game ideas than possible days to game them….
I’m grateful that the blog allows me to vent some of it out of my brain…
But sometimes I let one out that makes me think ‘Damn, I’d love to play that’ but can’t possibly fit in my short term plans.
Ocean-gates of course allow for Faster Than Wind (FTW) travel.
Ha ha!
Can you Imagine Solo and his Werewolf pal boasting about his clipper ship in a port town?