Getting Back into things

Jan 11, 2010 16:48

For the reference of anyone who might be interested, my cross-posted pitch for my planned WFRP campaign lies behind yonder cut.


A day's travel away from the great port city of Marienburg (which to non-natives is approximately 6 parts Amsterdam to 4 parts Liverpool - a melting pot of races and agendas, and of traders, entrepreneurs and labour disputes), a coaching house sits bathed in moonlight. The moonlight has shone especially brightly of late, as both Mannslieb, the white moon, and Morrslieb, the sickly green Chaos moon, both hang high in the Southern sky. The latter of these moons is unpredictable in its motion and determinations, but one thing that can be said for sure - by the highest diviners of the Celestial College of magic to the lowliest farmer with a feeling in his bones - is that for the first time in a millennia the two moons are aligning.

The coming together of the moons brings curious tides of fortune. Fate conspires to bring those of destiny together, and whether that destiny is one of madness or magnificence depends on which moon will dominate: if the ill sphere of Morrslieb slips out of view behind the pure light of Mannslieb, this must mean a turning of the tide against the forces of Chaos. On the other hand, if the opposite is true, and the guiding light of Mannslieb is lost behind the Chaos moon, it would be an ill omen indeed.
But, of course there are those that believe in the third option, that the two moons will collide, and consume the world with fire. But if this were possible it would have happened before, surely?

Of course, many know nothing of prophesy, and what the alignment of the moons also brings is great tides of water, which should be a more pressing concern for the low-lying sprawl that is Marienburg, and for that matter anyone going there. The players will be poor, misguided travellers such as these: seeking their destiny, escaping their debts, or anything in between. Some may know one another, some may be entirely alone, but they all have in common both a destination and a predestination, as it were. Their destination: the independent city-state of Marienburg. Their predestination: to find unpick Fate's increasingly tangled web of Beastmen, Daemons, Politicians, Scousers, and other strange and terrible creatures.
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The system is Warhammer Fantasy Roleplay, 2nd Edition. Sorta. There will be house rules for a whole load of things, and I've been tweaking the character gen system a bit. And by tweaking, I mean gutting the damn thing and putting something infinitely more flexible and GM-player consensus centered in its place. No longer will you have to reconcile your awesome idea for a wily old grave robber with the fact that you've just rolled up a young, dim-witted soldier.

So, people who know the Warhammer setting are very welcome, especially if you've got an idea for a particularly tasty character that would have been hard to put together under normal character gen.
On the other hand, the tweaks to the system will mean that it'll be more of a level playing field for players new to the system.
Looking for 4-8 players.

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Yes, I am indeed looking to get my lazy arse back to Lurps again, having been absent for a wee bit too long. I was tempted to play in something, but I've been wanting to have a play around with wufrup (like mumorpuguh) for a long while now. I've been tightening here, loosening there, and generally trying to make the system feel as good as the setting now does.

wfrp, lurps, games

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