Most of the ideas are for Adult Settings. By that I mean that they deal with adult themes. I played for years with my kids and other kids in the campaign. I know how to tone things down for kiddie consumption, but that is not the intent for thess ideas. When sarge sees his squad get hit with a hail of bullets from the lady who was concealing an AK-47 under traditional religious garb, sarge does not respond with "oh! Chucky-dorn!"
Warning: these are not politcally correct. If you are easily offended, just hit the back button, or head to my main page at www.drgames.org .
Idea the First) "Dead God Walking" -- (Fantasy Role-playing, mini- campaign, 5-7 sessions, set in my campaign world, Zhalindor, start YOL 3114) long ago the followers of the God of Righteousness and Death were destroyed by a rival cult. Now, seers have foretold a hideous (if altogether vague) threat to Zhalindor if the cult is not stopped. The party is sent through a portal to the world once ruled by the followers of the "Dead God" to determine what happened to the original ruling cult, what the threat is to Zhalindor, and how to stop or ameliorate the threat. [Violence: moderate, Sarcasm: extreme, Mood: light to heavy, Political Correctness: non-existent -- I'm poking fun at religious and societal accepted niceties and "white lies" in this one; if you are easily offended or enjoyed "Charmed" or "Will and Grace," best to pass on this one.]
Idea the Second) "A Fist Full of Dinar" -- (Modern, 3-7 sessions, set in Al Anbar, Iraq) Your fire team is part of the Fourth of the Tenth Brigade Combat team in the middle of Al Anbar. Your missions parallel those of an actual fire team on the ground in Iraq today. The possibilities for role-playing are endless. [Violence: high, Sarcasm: low, Mood: moderate to heavy, Political Correctness: most would not be insulted, but the language will be "combat style" at times.]
Idea the Third) "Adventures R Us!" -- (Fantasy Role-playing, open ended, start YOL 812) there is an island in the middle of the Thousand Isles, and there are jobs large and small to be done. No grand quest, no overarching enemy, no hidden political agenda -- all the adventuring with none of the political intrigue or world saving - - plots and settings stolen shamelessly from a popular computer game and modified to fit into the cosmology, history and physics of Zhalindor. [Violence: low to moderate, Sarcasm: moderate, Mood: light to moderate, Political Correctness: fairly politically correct]
Idea the Fourth) "Some Bunny is in Trouble" -- (Bunnies and Burrows, 3-5 sessions, set in a burrow on the edge of a farm in the country) Pure escapism. The players take on the roles of bunnies and attempt to preserve their way of life in the face of bunny level challenges. [Violence: low [but not zero], Sarcasm: moderate [but witty], Mood: light, Political Correctness: mostly politically correct, but expect some bloody pokes in the eyes to "Hollywood" and "Television" sensibilities]
Idea the Fifth) "Simian Sultans" -- (Fantasy Role-playing, full- blown campaign, 10-20 sessions, two parts) The Suzerainty of Ishmon has pushed to the southeast and discovered a large island, Al'Shak, that consists mostly of uninhabitable desert. The indigenous, intelligent inhabitants are simians. They almost all belong to a fanatical demonic cult that is xenophobic. Their beliefs go so far as to promise an eternity of delights for killing outsiders. The Lhankor Mhy sages soon determine that based on the priestly language and spoken tongue used on the island that the civilization appears to be a lost colony of the Great Northern Empire! The simians use demonic servitors. The island is a foul place. Even the dust there contains disease and poison. Unfortunately, evil rarely stays stoppered up. Driven by greed, an elvish trading contingent from the Greylock brought some trading goods and exotic creatures back from Al'Shak. What they elves did not take into account was that some of the creatures were the larval form of a hideous strain of demonically enhanced, disease carrying fly. A plague spreads across Ishmon -- no species is spared. Part I (start YOL 1237) -- The party is sent to Al'Shak to determine if there is a cure or at least a way to ameliorate the plague. Part II (start YOL 1315) -- Ishmon has managed to overcome the effects of the plague, but the Cure is imported from Al'Shak. More precious than gold, the Al'Shaki have threatened to cut off the supply of Cure on several occasions. As a further complication, simians have immigrated into Ishmon. While they were a small fraction of the population, they were good citizens and quiescent, but as the simians became a significant minority the Al'Shaki have become more pronounced in their demands on society and more extreme in their methods. The Ishmolin Suzerainty decided that a military invasion of Al'Shaki was the only alternative left. While the simians put up little in the way of an organized defense, holding the island after the "defeat" of the previous theocracy has proved anything but easy. At first, the Ishmolins sought to destroy the religious underpinnings of the Al'Shaki, but invasions of the sanctity of the simian shrines proved to result in wide-scale demonic manifestations. In one day alone, almost 4000 Ishmolins were killed by sendings. The party is sent as a delegation with significant authorities and control of a good sized military force to pacify the Al'Shaki. Failure is not an option. [Violence: moderate, Sarcasm: extreme, Mood: light to heavy, Political Correctness: non-existent -- the party will deal with situations and personalities that will occasionally amuse, occasionally anger, often reward, and sometimes inform the members]
LET THE GAMES BEGIN!