What G+ game should I run (apart from Monkey Magic)?
So this is currently the idlest of idle questions. I won’t be running a game at least until I’ve got back into playing more regularly, and given my schedule I shouldn’t be running a game at all, and I’m in France so for all you US people my game would probably be at an annoying time, like 4am EST (1am in LA) on Thursdays. But IF I were to run a G+ flailsnails game…
a) might you be interested?
b) what would you most want to play?
What’s the difference?
Carcosa-Barsoom is a high-colour, high-sci-fantasy rayguns and battleaxes interdimensional romp through Emperor Ming’s closet and salt mines, with a kinda-serious plot: you start as members of slave races. What are you going to do about it?
Encounters on the Sea of OS’r is the Odyssey/Sindbad with minimal packaging, adapted to the contextlessness of flailsnails – you wake up on a raft with stuff you can carry on your person and you encounter stuff – hopefully highly creative, weird, opportunity-laden stuff – and you take your treasure away at the end of the session to spend it elsewhere. If you wanna stick around for multiple sessions and grow independent goals and set down a home base that’s awesome but the game is made to work without any of that.
Vikings and Pirates of the Spice Islands is my southeast Asian pirate game I’ve been doodling on for years. You could be European explorers or native slave-raiders or Chinese pirates right at the birth of the East India companies. Worlds are colliding, history is being made, it’s dangerous and piratical in the classical sense, but with silk, spices and transvestite spirit-mediums.
First Zak said You have a time machine. It can only be used for the following purpose: you may go back in time and change one rule or one other detail of any game. The rest of RPG history will be as if it had always been that way forever. What do you pick?
And Matthew Miller replied: In 1974, Dave Arneson and Gary Gygax created the world’s first roleplaying game. Inspired by their fanatical interest in ancient China, coupled with a love of Chinese mythology, the classic novels The Water Margin and Journey to the West, wuxia cinema, and the weird tales of P’u Sung-ling. It took the gaming world by storm.
And then Roger the GS posted about wisdom and that made me think:
how could you fit the essence of Monkey into a DnD game?
The key is Wisdom. In this version WIS models your enlightenment and possibly harmony with the Tao. You work to increase your WIS, just as you would increase your level. But increasing WIS usually means pursuing goals directly at odds with those suited to increasing level – you have to practice non-attachment, restraint, judgment and moderation. You should still take decisive action, even fight when it’s absolutely necessary, but you should always seek the non-violent path, which provides the best outcome for all. Like humanity in Vampire, it can go down as well as up. Unlike humanity, it’s not just a wet blanket rating – it conveys some benefits (TBD, but at least a “turn” like ability on low-WIS creatures; yogic flying; speak with various things) and sage-like insights. Most of all it’s needed for interplanar Ascent to Nirvana and other related realms. No clerics (or, maybe, everyone’s a cleric), but yes to INT, CHA and CON-based spellcasters.
Monkey’s character sheet (first draft). But I’m not running this for flailsnails because the WIS mechanic is too unbalancing. And I’d have to mess with standard DnD clerics. And other spellcasters might be borked on the WIS-collecting front. There’s still a lot to figure out.