What campaign setting have you always wanted to do?

What campaign setting have you always wanted to do? and why is your group too lame to do it?

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I regularly have campaign ideas I'll never run because I'm lazy

Go away frogposter.

Meh, it was the only one I could think of.

Bump?

Modern day meets fantasy.

But my friends know I watch anime and would think I'm just in a Re:Zero/GATE phase or some shit.
but I've always wanted to run this, they just didn't like the idea when I first brought it up

Cyberpunk. As in the game itself, not the genre.

My group wants magic and mystic races but I prefer the strictly tech focused approach

I've always kinda wanted to run a small 'specialist' scale Warhammer 40k campaign like a not shitty version of the space marine game where I pit the player characters verses what seems to be insurmountable odds with the Orks but they get through because Spesh Marines

seems like it would be some hype fun combat

Either classical Mesoamerica (15th century Aztec Triple Alliance stuff), or something African-inspired. Specifically, running Spears of the Dawn would be cool, since it takes the fantasy pastiche approach, instead of assuming the players have any real-world knowledge of history, culture, or geography.

My group won't tend to go for either idea. In the former, they've wanted to play conquistadores, but not natives, which isn't what I had in mind. In the latter, they don't tend to like D&D, and the ones who do can't stand the old-school stuff. In either case, I'd heard vague complaints about "tech level" even though those same players are fine with very low-tech games with more familiar cultures.

I've always wanted to do a pair of linked campaigns with two separate groups unknowingly going against eachother. With one group being a loyalist faction and the other a rebel faction. I've never done it because I don't think I have to ability to pull it off well yet.

I setup my current campaign as the same span of time on the continent played multiple times so that the players get to experience certain events from multiple viewpoints (largely lore heavy and morality based)

It's kind of a bitch to write for but if you can improv if things go awry it feels really satisfying

I've also wanted to try dm two completely separate groups, but I don't know enough people to make that possible

>be me about half a year ago
>scouring through random local town newspapers from the 20s and the years surrounding
>found a bunch of 1920s maps of the city way back when
>my friends made our own "ancestors" as characters as if they'd lived in that city and were all associated, sort of a self insert, to make them think it's pseudo-historical
>start hitting them with actual back in the day headlines and get them to do quests based on them
"Local man found cut into pieces near the hudson"
"Local gambling den getting out of control..."
>slowly pull them into a paranormal/time travel campaign with some horror themes
>basically chasing time wizards mobsters around with solid 20s banter
>opening up a time travelling untouchables-type business operating out of a real location tavern near the middle of town
>build it over time as they get more money from jobs, and knocking off wizard mob bosses,
>start getting weird 20s future tech and operate similar to XCOM:the Bureau but not a mediocre spinoff.
>tfw anyone I can now play it with will never appreciate the authenticity
Pic Related
I can dump more newspaper clippings and maps and stuff if anyone's interested.

that sounds really nice

>tfw i will never play in that campaign
you could always make it a rule/lore book and post it to the archive and hope people play it

I think this shit is awesome but I never know how to really go about it.

Also, fantasy meets sci-fi. A fantasy land, doing its thing. All of a sudden aliens show up. Whoa holy shit etc

Thanks man!

I don't know where I got it from but I have this.

I'd like to use it for D&D 5e but it says it isn't compatible. Really the only thing I found wrong between the characters I made (both Basic and 5e) were really the skill bonuses.
In 5e the max is 11, 17 if you have double proficiency. But with a basic character it can go past 20.

I'm just not sure if my players would like it.

>At the end of the last age caused by international, interplanar, and divine strife, the goddess of magic decided she was finished arguing and fighting with the other gods and put down an ultimatum:
>Either she got put in charge of the destiny of the planes or she was leaving for good, and taking her magic with her.
>Desolate and destroyed as it was, the end of magic would sever the planes entirely, spelling a slow and unrelenting doom to the residents of the Material Plane, who had suffered enough as it was.
>However, giving the goddess of magic control of the planes would be an invitation to madness and the worst aspects of Chaos.
>As a middle ground, seven of the gods, formerly ascended mortals, did the unthinkable:
>They sacrificed the wellspring of power they had gained upon ascension to restore the Material Plane, returning to the level of mortals.
>Infuriated by this show of defiance, the goddess of magic removed the world's magic, severing all other planes and the remaining gods from the Material Plane.
>Now the survivors of desolation must revive the dead land, the seven gods that have sacrificed their power reincarnating as ordinary mortals.
>Can you build a civilization that will stand the test of time?

I want to make a setting where the world has flipped; humanity survives by frantically building girders and buildings to stand on lest they fall into the infinite void of space.

Inflation Fetish Campaign

>Also, fantasy meets sci-fi. A fantasy land, doing its thing. All of a sudden aliens show up. Whoa holy shit etc
You should check out Evernight by Pinnacle Entertainment.

50 Fathoms. My players wanted to do Deadlands Reloaded instead and then I moved across the country. Tried to get a game going online once but someone claims that it was just a game for furries or something. I still don't get how that is the case. I just wanted fantasy pirate fun.

The camping settings I've wanted to do but didn't get around too didn't happen either because they were far down my priority list or because I abandoned the idea because I didn't feel like I could pull it off. These days I don't really roleplay at all. We have jobs now and no one feels like spending every weekend pretending to be wizards and elves, so when we do meet up to game it's either board games or video games.

Scooby-Doo: Call of Cthulhu

>Dune

But my group already plays 40k, and frankly we basically play it as "Dune on Steroids with more Action", so sadly I think they wouldn't be as excited about replacing the word "Space Marine" with "Sardaukar" as I would.

>Super Heroes

I love Supers. I think M&M is one of the best systems out there.
I've been in one game, and I ran some Marvel DC stuff in the pre-history of my gaming, but now all my players have absolutely no interest in it.

I'd also really like to run something related to Hotline Miami, but I really have no idea what system I would use and basically only one of my friends likes that game.

It's not really a setting, but I've always REALLY wanted to run Red Hand of Doom.

My group, at least the physical one, thinks they're "Too grown up" for 3.5 or some shit and converting it to 5e is proving to be a pretty time consuming task now that I'm a wagecuck.

Psycho-pass because this is an amazing dystopia with a fuckhuge potential.

But all of my players are like «No Animu».
Also hard to implement world mechanics and balance

I'd like to set a superhero campaign in the Tromaverse, with all of the trashy violence and grotesque characters.

Also, a Bioshock/Rapture campaign would be cool too. I might find some way to combine the two ideas.

This would be my first campaign ever. As far as I know, my friends are down

When we were younger, my friend and his brother used to run the inquisitor specialist game as a TTRPG (this was before any of the 40k role play games). It was a series of campaigns that lasted for years. Most fun I ever had as a player. I'd like to do the same thing, now, but I only have one friend into warhammer, and the rest are all stuck on 5th Ed dnd, it's all they know.

Reign of Steel.
Not only I have nobody to play such depressive stuff, but none of my friends or people I play with are even remotely familiar with GURPS.

...

Was that the one with destitute tribesmen in a magic infested hellhole?

No
It's the one where killer AIs went medieval on humanity, reducing human population to few millions and turning their control zones into their perfect images of the world (or trying to escape it).
Pretty much Terminator, only really, really, REALLY nasty.

For savage world
>Weird wars 2
>Tropicana

>pathfinder
>dungeons and dragons
>numenera
>fuck anything that isn't the goddamm apocalypse during modern times

I want a mad max setting. Watching fury road gives me a crazy action boner. I'll never find a decent GM for it, and I'll never find players interested enough to run it for.

Oh. Yeah, I remember now. Pity, too, considring the breadth of possible themes and PCs, and how different the zones are.

I've had a setting in a while with a magic forest as the focal point where the forest is full of so much magic everything that lives there- even previously magic creatures- are mutated by the magic. Sure, you might encounter just a normal basilisk, but you could also encounter a twenty foot tall bear with ironwood growing out of its skin, or wolves that have a toxic venom that causes rot in organic material, or even a hydra whose spittle crystallises anything it touches. I played a test game once with my one friend, and he really enjoyed it, but I don't feel like creating dozens of unique monsters is worth the effort for just one player.

So I had a few ideas for some campaigns I would like to run.
1) PC's start off traveling to a city/town where they hear strange rumors and weird things happening. Kind of like an /x/ related conspiricy/horror thing but I've tried this before and never really knew how to flesh it out. It got stale pretty fast because the players were prying for imformation all the time and it lost it's mystery aspect. Any advice?

2) Underground/infinite dungeon campaign where the world had to retreat for some unknown reason generations ago. I figure they could be treasure hunters or something with an overlapping main story of why they are there and how it all came to be. Don't really know where to go from there though.

You sir, have good taste in comic books of the bewbs variety.

I've always wanted to do a long-running One Piece game, and an any length superhero game.

People at the games club are only interested in Pathfinder though.

An all Palico party from Monster Hunter. So much RP potential and maxium comfy
>Forming your team to take on a small bullfango herd need you town
>armed only with your wits and your masters acorn armor
>You head to the farm to find a felyne working in a garden.
>specializes in herbs, horns, and gathering
>picks up a large boomerang and mutters something about checking in town
>the palico trader offers a guard palico to join you
>he is off to the side dawning his alloy armor and grabbing his iron sword
>gives you a nod with his scarred head and walks after you
>Sword in one hand helm under his other arm
>next you swing by town and find a felyne with burnt fur sunning himself on a barrel bomb
>he collects his powders and bombs and follows
>you prepare to leave town after catching a meal and RPing a prep scene
>a melynx armed with a paw shaped weapon catches up to you and askes if he can join.
>you RP the journey, setting up camp, the night before the hunt, and the awe and nervousness contained inside of you
>headed up the mountain is full of climb, alertness, and gathering checks as your party hikes through caves, across narrow ledges, and past iced over remains
>when you finally exit the cave a failed perception check from the blowing snow puts you right next to the herd
>a chaos erupts as the melynx jumps on a bullfango and runs him into the herd as the flash of steel, heat of explosions, shrieks of the pigs and swells of blowing snow fill your senses.

>later at the hammock filled closet you get to call a house, you split zenny as the bomber slips into a hot bath, the farmer applies ice packs and herbs to the melynx as he mews his version of the story, the guards laughes while curling a small rock dumbell.
>'theres no going back to serving drinks at the guild hall now' you meow to yourself as you look out the winow with your non-swelled shut eye across the bustling village

Fantasy bronze age; specifically right after their equivalent of the bronze age collapse, influenced by conan the barbarian, the epic of gilgamesh, the doom that came to sarnath and early greek and germanic mythology among other things.

I'd have to mash a system or two together to make it work the way I'm intending it to though...

I'd like to be able to run a fun mech game, but unfortunately I have players who feel differently about the genre. Some are really into the Gundam-styled "robots in space that sometimes operate on the ground but specialist ground models are rare-ish," while others are into the more Mechwarrior-styled "uber-tank kings of the battlefield that have no equal but don't spend any real time off the ground."

I'm thinking of trying to combine the two, with humanoid or humanoid-to-jet models that fight in aerospace with the uber-tank mechs being the kings of gravity warfare because they are heavier and can typicallly carry more armor/armament.

The not!Mobile Suits would be kings of space, while the not!Mechs would be kings of the ground. Because the lack of gravity would let the mobile suits take advantage of their enhanced mobility while also letting them carry heavier armament; the kind of stuff they couldn't bring with them on-planet.

I have another player, when I pitched it in confidence, who came up with the idea of using not!VOTOMs as a sort of replacement for BT's Elementals, letting things like smaller movements and nations have access to robots that can act in between infantry and tanks.

Part of the complication here is that I need to come up with lore and mechanics for this since my group is more into rules-lite games that uphold a sense of cinematic adventures rather than simulators. And for the most part, I agree.

So I need to do something like take the fan-made d6 modules for Heavy Gear and Jovian Chronicles by expanding on those and adding Mechwarrior options.

It's a lot of work for a setting I'm afraid that my players won't be into. In trying to appeal to all of them I might lose the interest of enough to make it so that the game won't be played by a proper lance; instead I might tailor it for one or two people who like the mix.

That's if I don't scrap it for being too kitchen sink.

>Dieselpunk war set after a massive "save the world" war that caused technological cultural stagnation.
>Pure mechanical empire took over the world but was overthrown by a magic-machinery collaborative.
>About 90% of the planet was forcibly industrialised or messed up horribly but slowly being reclaimed by nature.
>Only about 25% of pre-war populace still alive, certain species in trouble and looking to keep themselves going.
>Everyone united againstl empire. Now they're gone, factions starting to turn on each other.
>Necromancy is only just starting to be discovered due to necromancers getting genocided by the empire.
>Empire managed to get "rods from the gods" satellites and used them to nuke a few cities. People still afraid they're up there.

At this point? Anything that's not retarded, generic fantasy that my players want to play
>Get fed up
>Make a new setting instead of my usual established one that i think is good but got tired of[/spoiler[
>Fill it with cliches, self-loathing and reductio ad absurdum at every step that I can
>Players unironically love it even more
>The second I offer to play the same thing but in, say, space exploration or futuristic swashbuckling game, they riot

J U S T

>Can't even post without fucking up the spoiler

time to kys myself

I just want to run a campaign where my players don't do shit like trying to have a seductress character with a negative charisma modifer and then demand advantage on persuasion checks because it's "in character"

I've always wanted to run something that captures the melancholy and hope of the Dark Souls setting but I'm nowhere near good enough to do that

I think that the melancholy of dark souls works better because you're so alone for most of the game, having summons actually makes the game very lively and joyful in my experience

I had a homebrew setting like that I was working on with a friend. High tech invaders crash land in genericish fantasy. But it was pathfinder, which I don't know shit about so it sucked

I always wanted to do a shadow of the colossus style game with battles being few and far inbetween but involving city sized monsters

Yeah that's a big part of it, I spend a lot of my playtime in the games just walking around taking in the scenery and atmosphere on my own.
Still, I wish I could replicate it.

I just want to be able to run a semi-realistic campaign in terms of the logical consequences of things. Like, if a game is all about fighting hordes of monsters that invade the land, some tragedy is going to happen--not necessarily to the PCs, but to some of the people they encounter. War zones are filled with suffering and misery, so having a bit of that in the campaign is the only way for things not to be ridiculous. And I don't mean dwelling on it and grinding the players' spirit into the ground, but there needs to be at least some tragedy because logic demands it. But no, if I stray from happy and carefree all the time, then I'm being oppressive and edgy.

hyper industrial version of dawn of discovery, basically a bunch of islands that are basically just huge factories/refineries with a massive uncharitable continent of resources that seems endless. The oceans are basically acid water and the air is smog near the islands. Or have the main continent be totally stripped of its resources and do a new world scenario.

Magical post-apocalyptic sci-fi.

My group's too lame to do it because they don't exist.

40K, Only War or Dark Heresy specifically

My usual group is into light hearted fantasy romps, and haven't taken lightly when I've tried to explain the setting. Considering easing them in by GMing a space adventure and slowly reveal grimdark lore and shady aspects, then before they know what's going on they're hooked.

Just want them to be enthusiastic about trying new shit, not just sticking with D&D because "it works"

Delta Green.

If it ain't medieval fantasy it ain't worth playing according to them.

I want to run this thing that's Air gear/Jet set radio meets The Protomen. But I haven't found a good system to use. I tried VELOcity but my players didn't like it. I thought of using Exalted 3rd and the new artifact rules to simulate getting the robot master powers

Ancient History Setting with mild fanatasy/ magic elements. Where my players either are placed in crucial places and moments in history and their actions can influence everything that is to come.

My players hate anything that isn't my magical realm and want to do nothing besides, I chose to fight and fuck diplomacy.

please do this intrigues me

I had a decent idea for an Al-Qadim campaign:

>lvl 4-5 adventurers, all have 1-2 paragraphs of backstory
>start in Faerun, clearing out the tower of some douchebag wizard
>trouble is, douchebag wizard was in the middle of some weird experiment, which propels the party into Zakhara and maybe also back in time as well?
>the whole campaign is putting the party through as much of the metaplot from the main Al-Qadim book as I can be bothered with, before... I dunno, Elminster sends them home

The REAL end of the campaign would be about whether or not the party even wants to get back home - kind of exploring the dichtomy between experiences players write down, and what they actually go through in-game

Bionicle.

Robots, Mystery and a tropical setting are all things I really enjoy, plus theres a ton of interesting story material to use.

Ttttthhhhiiiiiisssss. I heard that some fa/tg/uys were working a Bionicle system a few months ago but I don't know what happened to it.

I've been wanting to run a Nechronica game ever since I first heard about it but I'm not sure how the pitch of playing mutant undead lolis would go over with my players. Also I think I'm too much a noblebright GM to really pull off the hopeless tone the game asks for.

Like Dark Heresy or Only War? My group plays DH and it's alot of fun plus all the splatbooks are pretty much interchangeable

>All Guardsman Party

I'm working on something similar that uses d6 and fudge dice. I want to include the options to use any range of mecha like you described but keep combat from getting bogged down in skirmishes or battles.
Do you have anything to share?

Cyberpunk Sentai mecha campaign with garishly themed street gangs and insidious hope-crushing corporations.

Friendship-powered spontaneous matter generation is the key to the city's growth and economy, and they allow these gangs to roam free under the illusion of persecution so that they can eventually be kidnapped, brainwashed, and put to work willing goods into existence.

If you guys would be interested in the storytime of it if I do get around to it, definitely shoot me an email and I'll definitely send it through once it happens.
[email protected]

A fan-made module series for Heavy Gear and a fan-made module for Jovian Chronicles.

I plan on adding all of my own stuff to this and using its system as a base for my own things. The only stuff I feel I need to do is add more creation options and example mechs and create some example mechwarrior-type stuff to help illustrate the potential variances in mechs possible.

mediafire.com/#fa08lkwdsy3dk

I always wanted to do a Wild West game at some point.

Right now however, I'd want to run a setting where firearms are starting to become established weapons in the world. Very rarely in the hands of peasants and bandits obviously, but state armies, noblemen and mercenary companies are starting to make use of them.

I only have this as a concept right now, but I'm pretty sure I'd want to use this after I've had some experience running games.

great stuff
ty user

Were you the kind of kid who, growing up, always wanted to be an electrician?

My DM is like this. So I have to be the GM/Ref/Grand Poobah and miss out on the chance to play

Sandbox Cold War mercenary campaign.

Been wanting to do this for years, then metal gear solid did that with Peace Walker and MGSV.

At this point, I'll accept players associating my idea with MGS just to run it.

>Fill it with cliches, self-loathing and reductio ad absurdum at every step that I can
>Players unironically love it even more

As a player, I have become increasingly satisfied with generic, cliched, and reductive game plots (i.e. save the place from the demons). Especially when I get to play the most one-dimensional unambiguously heroic protagonist I can manage.

not him but... wut?

He's got the most mundane campaign dream I've ever seen. It's one of the most common settings there are.

I don't know what to say, user.

Anything.
Any setting at all.

Every time I get excited about running a new game I start to think about how bad my players are and get discouraged. I just want people who make actual characters instead of walking memes or power fantasy optimized machines.

Fallout

I had prepped my own system based on it, but it fell through and I never got to run it.

Glorantha, frankly I just don't think I'm good enough of a gm to stat monsters from lore books and build adventures in something so exacting. But aside from that it has an obscene amount of particular lore that doesn't translate well as something generic enough to be reasoned without prior knowledge.

Urban fantasy filled with "reclaimed" waifu races
Basically i took various humanoid classical myths and monsters, made them into waifu races, and then finally tried to convert them into complex beings within the setting that have an effect on that society without being one note sex creatures/flat waifu characters
I like to think i did a good job but under scrutiny a lot of the fetishy stuff remains and i feel if some of it resurfaced my players would probably get uncomfortable so i don't bother.

Holy shit is that a bad drawing.

>Basically i took various humanoid classical myths and monsters, made them into waifu races
For what purpose?

if you think that is bad, check out the /draw/ threads.

If your group is too lame to play in the setting you want, why not write a book?

>mfw you try drawing

This gives a brand new meaning to the word "batnipples".

My hobby is to make good stuff in general into shit (Or shit that has been made by other people) and see if i can turn the mess into something good again.
It is for the good of humanity that i have shown no one most of my results

I want to run shadowrun but my friends refuse

The world is set inside the asscrack of the deity of creation. The players must set up a trading colony with the people from the other buttock while dodging the divine turds because Amatheon never wipes properly.

I get it, I guess. I've always wanted to make a deep, complex, many-layered smut game myself. For pretty much the same reason.

However, I think I'd act the same as you.

Because they don't like the setting or the system?

If it's the latter, Shadowrun itself might help you soon. They're coming out with a game called Shadowrun: Anarchy that is basically a rules-lite system for playing in the setting. Kind of necessary, since the Shadowrun devs are aware of how many players their clunky rules have driven away.

To tell the truth, i started with this hobby with a "reconstruction of the concept of the vampire". Now, hold on that gag reflex.
The idea was simple: If a vampire is so much powerful than a human in every aspect, then why bother with seduction?
Trying to convert the vampire into a more sensible monster that would really need seducing it's prey to survive i accidentally came across with the perfect "waifu" race.
Solitary, somewhat needy, pretty big on physical contact, attractive, shy, in need protection and comforting, somewhat dangerous, eager to prove they are not homicidal monsters to the world. The kind of shit otakus would eat up in a heartbeat.
I then thought, if i were to put them in an enviroment where sex or relationships weren't very important, how would they work? Then i made a setting where i put other predator monsters that went through the same creative process

I do recommend the activity, even if you aren't going to do anything with the concepts you come up, it is a fun creative excercise

>a post-apocalyptic game set after the DM of the rapture
>God is absent, the demons and angels are trapped on an earth ruined by war
Que mad max with biblical angels and Demons.

End not DM

>Post-DM setting
>Meta setting where the players play in a world where the "previous" DM and players got fed up and left it in ruins
>The cataclysmic event is called "The great derailing"
>The actual players have to make it right again
I'd play it

I ran a retro themed Mage: the awakening.

The guardians of the veil are a bunch of masked wearing assassins who try to uphold order among mages.

There were 3 guardians which had masks that represented their style.

The zebra was a black guy who often disguised himself as other races or genders using magic

The owl was perceived as wise however she was a predator.

The fox was fairly cute and charming but once again, a predator.

This all took place in Miami city.

That's pretty good actually.
I might have to try this.

Warriors, as in the novel series about cats by Erin Hunter. It has its own RPG and adventure modules.