Hmm, I am working on a campaign to run at a new game store in my local area. More accurately I am working on three campains, one of which will be run at the store...
One is my Spycraft: 1887 steampunk espionage game.
This has the advantage of having been run before, meaning I have some familiarity with what is likely to happen.
It suffers from the diadvantage that I have run it before, and that means that some people are not going to able to play.
D&D Iron Kingdoms detective agency game.
The iron Kingdoms is a cool setting, with a unique flavor to its magic items and creatures.
The setting has a very different type of magic item than normal D&D, and I am not sure that the players will want to create their own items for the game. (This was a problem in my OGL Steampunk game, so it is one that I am wary of.) And I am not sure how people will handle being an investigative/security agency in D&D, it seems like it might be a bit against the grain for most people's conceptions and expectations.
My homebrew pseudo 1600s era D&D game, during the equivelant of the Thirty Years War.
I am very familiar with much of the setting, and know exactky where the timeline is going barring PC intervention.
It may be too subtle for a random group of people to pick up on the causes and effects behind the war, unlike our own world there is a single bad guy behind the scenes, playing the factions off against each other.
An advantage to either of the last two is that some of the adventures that I have written can be used with either one with minor changes.
A fourth, which is not a real consideration at the moment is to restart the XCom Spycraft game. The problem is that it was intended to be a very short campaign, and fleshing out to cover multiple seasons will take work.
*EDIT* And a fifth, which I only now remembered....
Skull & Bones/D20 Call of Cthulhu, Pirates and the Cthulhu Mythos, set in the Caribbean, the South Seas, and New England. The players will not start off knowing about the Cthulhu connection.... though they may wonder why there is a space for Sanity on the character sheets.
Advantage - It's pirates and Cthulhu! Plus I get to use some of the nifty World Works terrain that I have in various stages of repair/construction. (The Maiden and Skull Cove come to mind.)
A tad grim for a typical game store game, having three theaters of play may confuse some players.
Ideas and suggestions?
The Auld Grump
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