Games I Have Played In Within Living Memory
- Dragonblooded run by Ken (Exalted)
- A mixed bag of lunatic Terrestrial Exalted are sent to excavate the
ruins of Rathess and bring back riches for the Empire and
glory reduced ignominy for themselves.
- Adventures of Jehanne & Alazaïs run by Ken (D&D 3d Edition with a bit of
houseruling)
- Low-level characters setting out to
conquer the world
make their fortunes and avoid a life of peasantry. (There are actually
more PCs than two, but the others aren't red-headed.)
- Space Pirate Zeta run by Earl (Hero 5th edition)
- In a distant future of exotically speciated hominids and advanced
biotech, the last starship of a conquered kingdom fights
against the libertarian-socialist invaders as the pirate vessel
Wrath of Lemuria, finally looting the Lost Planet of the
Ancients to use its forgotten technology to restore Lemuria!.
- Red Room run by Earl (Hero 5th edition)
- Heroic mutants working for the NRO to crush mutant slime worldwide.
This campaign actually finished: we defeated the homozygous clone army
and uncovered the disembodied brain plot!
- Six-sevenths of The Home Front (Tri-Stat dX)
- The other GMs/players were (in order) Adam, Chrisber, Christyber, Dave, Earl, and Jeremy.
- Hounds of Balazar run by Al (Heavily mutated descendent of BRP and d20, then Hero 5th edition)
- Bronze-age hunter-gatherers in Glorantha. And their dog. Woof.
- Amber High
School run by Chrisber
(variant Amber DRPG)
- The Queen Faiella Academy for Young Persons of Breeding, where
the teenage offspring of Amberites from a variety of strange Shadows
are trained to be the next generation of omniversal rulers. Camaign
trailed off and died when the GM became too busy.
- The Haunted Valley run by Brad (D&D v3.5)
- Heroic adventure, in a unique
setting (which is all Gretchen's fault). Our Heroes started
at first level, but there was an email phase to get them all to third
level by the time the game actually starts, so they did't just die
straight off. Sadly, I determined I have no time for another FtF
game, and the email phase wasn't going to last forever.
- Sovereign Powers run by Earl (Champions with some ECNG House
Rules)
- High-powered superheroes doing good in Chicago. The campaign was
brought to an end when the GM had told the stories he wanted to tell.
- Knights of Atlantis run by Chrisber (Champions with ECNG House
Rules)
- A Sailon-Moon-inspired game set in modern San Francisco. Cause of
death: scheduling doom (seven players, yuck) and GM burnout.
- Infinite Sea run by R Sean (slightly enhanced D&D 3d Edition)
- The setting of the Barrayar books by Lois McMaster Bujold
after exposure to ionizing radiation and axe-editing to fit into D&D3.
-
Pacific Force (Champions with
ECNG
House Rules and the cost of powers halved)
- See above.
- Blofeld Transportation Co
run by Chrisber (Nexus the Infinite
City)
- "No package too strange, no destination too far, no fee too
exorbitant." A dangerous motto, in Nexus.
- Thieves
& Things run by Marith (Nexus
without dice)
- A miniseries run on-line, in which two thirteen-year-olds apply
the Thieve's Academy and take the entrance exam. Only problem is,
they're girls.
- INFOS LA run by Keely (variant In Nomine with completely
new mechanics)
- The scheduling on this game was so erratic that it eventually slid
into the 'never again' end of the bell curve. Sniff.
- A Second Chance For Prometheus run by Ray
(Fading
Suns with a few house rules)
- Some people might be such great roleplayers that they can play a
character smarter than themselves. I am not one of them.
- Academy run by Carl Rigney (Champions)
- The original description of this game was "like the first twenty
issues of New Mutants, only better". Having finally read the
reference, I don't think Academy actually bears much resemblence to
the NM (we could never conclusively prove that our headmistress was
an egoist), but it was fun anyway, although I finally dropped out due
to a combination of creative differences and lack of weekends.
- Seasons Of
Change run by Squire (Deviant Amber)
- A variant Amber campaign, set in a world created by Brand, and the
Shadows thereof. Brand has vanished, leaving his six daughters in
charge of a royal (or perhaps even divine) mess, and they're
beginning to find out that ruling the world is not as easy as Brand
made it look. Not, mind you, that my character Melanie concerned herself with such
things. The campaign died after about a dozen sessions due to lack
of attendence.
- Shadowlands
run by Soula (homebrew)
- A very strange campaign in which our heros were kidnapped into
another dimension, given superpowers, and told they were massively in
debt. Things went downhill from there. The campaign died from lack
of direction after about half a dozen sessions.
- The Huge Mage Game run by Al (Mage the Ascension)
- I dropped out of this campaign early because I wasn't getting into
the whole White Wolf nothing-really-exists-They-just-tell-you-it-does
scene, and then my character's brain was stolen and eaten by aliens
from the Deep Umbra. This was somewhat distressing, since like many
of the other players I was playing a version of myself, but at least
I needn't worry about reconsidering my decision.
This file was last modified at 2026 on 02Jan10 by trip@idiom.com.