Post by TheUdjat on Jan 28, 2009 17:57:34 GMT -5
As most of you know, I've been busy outside of the boards of late. Part of that busy-ness has been reconnecting with some old friends, and some of that has led to re-establishing tabletop games--which, as might be obvious, I love. I was quickly forced elected to run the first campaign, which I quickly decided is going to be the first run of Venusian Skies. That's right--at long last this little corner of the boards is going to be put to use.
Now, I've done a considerable amount of work on the setting--particularly the current era--that hasn't been posted on the boards here, largely because I lack the time to do so. I'm going to try to change that, because this has always been about getting input from other people, and I'd like to keep that as much as possible. I realize the boards are quiet as the grave lately (or I've been quiet as the grave), but I'm trying to remedy that. And even if I get no responses right now, at least the information is out there.
So, starting with this thread, I'm going to start keeping track of the fledgling Venusian Skies campaign--writing about the characters, the plotline, keeping you guys apprised of the game's twists and turns. And, most importantly, I will be using the boards here to highlight major setting decisions made during play, as I'm sure I won't think of everything ahead of time.
My sinister plan is to turn this campaign into an actual story at some point, which is why I decided to do homebrew campaigns in the first place. The settings are all mine. I don't have to worry about copyrights.
Anyway, some details about this campaign, as it looks now. I have 5 players confirmed, though one or two may jump aboard last minute. The system I'm using is True20, with some modifications to the Adept class based on how I want magic to look/feel in the world (this is causing me some issues right now, but I'm even now trying to hammer them out).
So far, I have only one character concept from a player. He wants to play a man who has, for reasons he doesn't know, had parts of his body and mind replaced with clockwork machinery. An arm, a leg, and parts of his head--an eye, maybe--that run with gears and such instead of flesh. He also has amnesia, at least related to the incident. He doesn't know who created him, why, or even precisely when. The player has essentially agreed to leave it all up to me, which will be an interesting mystery for him to unveil as time progresses.
I'm rather fond of this concept--it very beautifully ties in the heavy machinery/technology with the formulaic magic that coexist in the setting, and it's something crazy enough to keep us all entertained. And there are big drawbacks to play around with.
Can't wait to see what the other players come up with.
Current Breakdown of Characters:
B: The half-clockwork man, with no memory of his past or his purpose
L: A disenchanted scholar of geography and biology, discontent with the Empire's methods.
K: A rags-to-riches alchemist, trained at an Imperial Academy.
C: (Not much info) An outlaw/adventurer, staunchly against the Empire's methods, existing at the fringe of the Imperial's reach
D: As C, probably working as a pair.
A: (Not a confirmed player) A mysterious child, probably a hidden male member of the royal line.
Now, I've done a considerable amount of work on the setting--particularly the current era--that hasn't been posted on the boards here, largely because I lack the time to do so. I'm going to try to change that, because this has always been about getting input from other people, and I'd like to keep that as much as possible. I realize the boards are quiet as the grave lately (or I've been quiet as the grave), but I'm trying to remedy that. And even if I get no responses right now, at least the information is out there.
So, starting with this thread, I'm going to start keeping track of the fledgling Venusian Skies campaign--writing about the characters, the plotline, keeping you guys apprised of the game's twists and turns. And, most importantly, I will be using the boards here to highlight major setting decisions made during play, as I'm sure I won't think of everything ahead of time.
My sinister plan is to turn this campaign into an actual story at some point, which is why I decided to do homebrew campaigns in the first place. The settings are all mine. I don't have to worry about copyrights.
Anyway, some details about this campaign, as it looks now. I have 5 players confirmed, though one or two may jump aboard last minute. The system I'm using is True20, with some modifications to the Adept class based on how I want magic to look/feel in the world (this is causing me some issues right now, but I'm even now trying to hammer them out).
So far, I have only one character concept from a player. He wants to play a man who has, for reasons he doesn't know, had parts of his body and mind replaced with clockwork machinery. An arm, a leg, and parts of his head--an eye, maybe--that run with gears and such instead of flesh. He also has amnesia, at least related to the incident. He doesn't know who created him, why, or even precisely when. The player has essentially agreed to leave it all up to me, which will be an interesting mystery for him to unveil as time progresses.
I'm rather fond of this concept--it very beautifully ties in the heavy machinery/technology with the formulaic magic that coexist in the setting, and it's something crazy enough to keep us all entertained. And there are big drawbacks to play around with.
Can't wait to see what the other players come up with.
Current Breakdown of Characters:
B: The half-clockwork man, with no memory of his past or his purpose
L: A disenchanted scholar of geography and biology, discontent with the Empire's methods.
K: A rags-to-riches alchemist, trained at an Imperial Academy.
C: (Not much info) An outlaw/adventurer, staunchly against the Empire's methods, existing at the fringe of the Imperial's reach
D: As C, probably working as a pair.
A: (Not a confirmed player) A mysterious child, probably a hidden male member of the royal line.