Diceroleking
Anyone who ever said you can't teach an old dog new tricks go check out Mustered out on Regina a classic traveller campaign being played by a bunch of guys using a thirty year old set of rules (some of the players are in their forties) but using gametable to hook up over the Internet, rather than face to face! Wonder how many systems out now will keep going that long, one of them I know has been playing for nearly 34 years!
Comments
(In an old man voice):
Back in MY day, all we had to roleplay with was a tiny little paperback and a handful of six sided dice!
And we LIKED IT!
Game Designer, Pro GM, multiple ENnie Award winner
GM of Planejammer: The Spelljoined (Pathfinder 1e) Campaign of the Year 2011 and still going strong!
GM of The Planewalker's Guild (Pathfinder 1e)
Need a GM? Book me today!
If we had a blacklight back then, it would have made things soooo much more atmospheric! Now, just to invent a time machine and bring 12 year old me a blacklight and a list of ideas and people to avoid hanging out with.
No, time travel would turn me into a supervillain way to quickly.
"I met a traveller from an antique land....."
CotM May 2016: Mysteria: set in Wolfgang Baur’s MIDGARD.
Previous CotM Aug 2012: Shimring: High Level Multiplanar Campaign
Inner Council Member
Mike aka Black Vulmea
"_Le Ballet de l'Acier_":http://www.obsidianportal.com/campaigns/le-ballet-de-l-acier - Swashbuckling adventures in the age of the Three Musketeers and Captain Alatriste
The Player Characters/Heroes/Ragtag Bunch Of Misfits develop/create/buy/discover a time machine, and decide to go back and influence their former selves in (seemingly) good ways - they help them avoid a fight with a bully/dragon/girl, or give them a neat idea/lottery number/magic sword, something which they feel would have made their lives easier/more fun/awesome. Then, they meander their way back to the present - only things have gone terribly terribly wrong. Their timeline no longer exists. Their former selves have become twisted versions of who they wanted them to be. The theory is that we are a culmination of all of the experiences we slog through, and if we changed that, we'd be come not-us. That neat idea/lottery number/magic sword would cheat the person of the experiences which would have made them fundamentally good/important lessons were not learned etc. Or maybe that bully/dragon/girl was the thing that was a cornerstone event for them. Either way, their dystopian former selves are now the Big Bad Evil Guy/Mastermind/Evil Demigods that they have to vanquish. You might think that the players would whine that "My Character would never enslave an entire race/cheat at the lottery/hold a Taco Bell at gunpoint due to a price change", but the fact that they went back in time to alter their own history causes their "old" self to become an n+1 of their "old self", thus creating a new person with new experiences/worldview. Events prior to the "change" would be viewed differently, etc etc. This requires a fair amount of background on the part of your players, and a decent amount of re-interpretation on the part of the DM/GM/ST, but would create a rather interesting and epic-in-scope story that brings back echos of Frankenstein blended with the Time Machine - The characters would be battling monsters of their own creation for survival, but what makes it worse is that they're battling themselves.
Snapshot got me signed up here as well see a couple of the other old farts are knocking around his campaign as well, looks like your all still enjoying it long live the LBB's even if most players need their varifocals to read em nowadays!!