What are some books/movies/vidya that you want to set or play a campaign in?

What are some books/movies/vidya that you want to set or play a campaign in?

>Pic Related, One I've wanted to do for years

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XII's Ivalice has a great deal of excellent environments, races, and technologies to work with. The Myst in particular is a great aspect of the setting that could be used in all manner of party challenges. I'll admit I've often had the same desire, though it would take some serious work.

I really want to run a campaign in D.D. Webb's The Gods are Bastards. The various cults, particularly the Thieves Guild, are very well fleshed out and would make great character origins for party members of a clerical nature, but I feel like I would be forced to lock out the Paladin class for lore reasons, though maybe I could just rename it "Battle Cleric" or something. The only Paladins in TGoB are individuals specifically chosen within their cults by the Gods themselves, and they don't do it often. In fact, quite a few Gods have never had one paladin in their entire history.

Personally, I want to run in VI. Best game in the series right there. Magitech/steampunk aesthetics(that isn't complete cog-fetish), one of the best villains in the series, and a wide cast of playable characters with unique abilities and powers.

Yeah, I've been considering running a 'altered universe' version of the story. Certain things changed, new characters added and existing characters changed enough so that you can't accurately predict exactly what they'll do.

I don't think anyone I know has played it, but don't want to let them try to out-lore me outside of the game.

Rapture from Bioshock
50's style monster movie like The Blob
Pulpy masked hero story

I have a fetish for old trashy American pop culture

...

I really want to do XII as well. I cannot wait for the Zodiac Age.

Say what you will about his writing ability, at least he's an interesting worldbuilder.

desu

The only drawback is how confusing and convoluted the world really is.

What little lore there is is mostly excuse plots, but I think having the players act as pseudo-Spectres if the TEC could be a fun game.

I've been wanting to run a game in Endless Space for a long time. Only problem is how Dust would be implemented, as currency, XP, or both.

muh ultimate niggah
also muh niggah
Sounds interesting, only problem is that you're kind of limited to just soldiers, unless they are diplomats, or can infiltrate the Advent

Ivalice is such a great setting, while i havent been running anyhting in it, my homebrew setting is in many ways a complete ripoff of it.

Off the top of my head, I'd say Summoner (pic related), a PS2 game. It just felt like it had such a lot of interesting background to use and explore. Either that or Jade Cocoon (PS1) because I like the aesthetics and mythology.

Forgot my picture...

I have three responses.

First I've always wanted to run a campaign loosely based on final fantasy 9. I loved the atmosphere and characters and enjoyed the story.

Secondly I've also wanted to run a campaign set in the Suikoden world revolving around one of the true runes. Just enjoyed the geography and lore of the suikoden setting and it's blend of Eastern and western themes.

And finally I've been working on getting a group interested in playing a game set in the universe of the foundation series by Isaac asimov.

There are a few fan-made systems for it.

I've actually realized that Dark Souls II and III kind of provide a perfect set up for a game.

Bell of Awakening tolls in a different land, a handful of Ancient Lords are awakened, and the Unkindled Ash is also awakened to go take the head of the Lords and link the fire. Dark Souls 2 also presents a similar set up, though that game has a lot less... structure/plot/purpose. I do like the idea of four Old Ones with the souls of Nito, The Witch of Izalith, Seathe, and Gwyn, though. And even the Soul of Manus, even though Manus wasn't evil, he was a driven insane by dangerous experiments with Dark.

Time is convoluted in Lordranleithric, and space as well. There's no reason the story has to be told the same way. There's no reason the players need to be the same.

>Rapture from Bioshock
Much like Dark Souls, I've also wanted to do Bioshock in the same "capture the feel" sort of way. For Dark Souls it's easy to actually run the game in *that* world, because we've seen that world in 2.5 different ways over the years. For Bioshock, I want to run a Chronicles of Darkness game where someone used God-Machine scrounged technology (possibly with the help of Angels) to create a cyberpunk utopia city hidden in space
Instead of being some super, the characters would be taking the Jack/DeWitt role and brought to the city under sketchy circumstances. (I'd probably also have some twist to connect them to the city). Where Rapture had injections and Columbia had snake oil, this city I can't ever think of a name for would have slap patches, like you'd take to quit smoking. They'd also give Demon Form Powers, or possibly Embeds or even Exploits.

I like the idea of currencperience. I was originally making a sort of cheesy homebrew making fun of the OSR stuff and taking a bit of Dark Souls where XP was literally money, and you bought things from vending machines. If you died, you woke up at the last rest point and Death took half your cash.

I will cry a thousand tears and die a thousand deaths before I find enough people to play a tabletop version of this.

hell yeah boi

As weebish as it sounds always wanted to do one set in JoJo. Think Mutants and Masterminds would be the got to system for that.

Trips call it
that boi is indeed hell yeah

This would be really comfy for a short campaign actually.
>all the characters need to have family members with a trade in their home village
>bringing them back materials, money and magicite for new equipment/magicks
>each party member comes up with their own family members, with a DM veto on edgy orphan characters, since it's such a small town
>party is invested in family members because they created them, encouraged to send back gifts by occasionally having the family send them something back like potions or enchanted baubles, etc.
>the goal of the campaign isn't "SAVE THE LAND!" (at least to begin with) but rather "Keep your home alive"
>Chalice/Miasma mechanics is a hard limiter on combat range and prevents splitting the party

Crystal Chronicles would actually be a great setting for a fledgling DM to cut their teeth on.

>Sounds interesting, only problem is that you're kind of limited to just soldiers

Kind of the idea. They, or at least some of them, would be agents tasked by the TEC primarily to maintain order in their worlds, and to try and organize fights against the Vasari and Advent.

The problem does sort of come down to the fact that Sins mostly focuses on massive engagements, and doesn't really elaborate on smaller clashes between the factions. I could see the players doing things like attempting to subvert Advent convert cultists, or secessionist factions attempting to turn their worlds over to the Vasari.

Then there's playing with the developing "storyline," like Entrenchment and Rebellion. Problem that comes there is that these expansions take place over the course of 30 years, but I could just handwave that.

My group is actually doing a Final Fantasy 4e campaign. Nothing set in a particular game world, but rather its own world with a bunch of elements taken from different Final Fantasy games, including Bravely Default.

It's turned out pretty nice. Players have taken the liberty to refluff things as they see fit. For example a Viera PC could use the Elf race, or an Au Ra PC could use the Dragonborn race, along with renaming spells to be FF-flavored. Other examples are a cleric being a White Mage, a bard being a Red Mage, and a Wizard being a Black Mage.

I'm curious if a homebrew system based on Final Fantasy would have been better, but most of the ones we looked at didn't seem too promising, and all of the players seem to be satisfied with our current arrangement, so eh, nothing lost.

Anima was literally designed with Advent Children tier shenanigans in mind, but that might not be what you're looking for if you settled on 4e of all things.

Pokemon, DBZ, maybe FF. I'm really open to franchise-based campaigns in general, tho, so shoot me a message on roll20 if you need players and/or get any of these ideas off the ground.

app.roll20.net/users/1875475/brock-p

>all these FF fans.
My god I'd love to play in a FF game. Preferably something I-VI but really any game in the franchise or something that used the general FF ideas and themes would be great.

You really should finish up your profile a little.
If we're posting Roll20 profiles here's mine.
app.roll20.net/users/335727/

We wanted more of a standard fantasy thing. Something more like FFT or FF14. We never looked into Anima to see if it would be fitting though.

>Only problem is how Dust would be implemented, as currency, XP, or both.
Traditionally, gold and experience are both used in most games to grow in power (gaining levels/stats with experience or buying better gear with gold). It would not be a great stretch to combine them, and it'd fit perfectly within the setting.

I'm currently running a Final Fantasy campaign using system related. It's not really a good system but it's one that's very dear to me because it was the system used for the best campaigns I've ever been part of. It's also one that I simultaneously sort of forget because I ended up playing a total edgelord but eh. It does a very good job of emulating the actual Final Fantasy games, if only because it is more or less just a translation of mechanics from the actual games into a tabletop form. 90% of the system is focused on combat and it has enough math that it could apply for tenure, but if you want to run a game that feels like an actual Final Fantasy game then this does a great job of capturing that feel.

As for the campaign itself, it's run in a original setting in the same vein as yours, taking inspiration from various elements all around the series. Currently the players are journeying all around the world trying to prevent a blind inventor/sorceress lady from getting her hands on six super important world-powering macguffins (crystals, obviously) because tampering with the very things that keep the entire planet alive is not something they consider to be a good idea.

The Witcher setting definitely, there's a new RPG coming out for it so the dream might be real.

Then there's playing as fledgling legendary soldiers in the MGS universe, or one somewhat like it, it's always been a thought, but one I've never bothered hashing out.

Dune

I wanted to run a game where the players were a bunch of quirky supersoldiers in a Shadow Moses era setting. I was thinking of having them basically sent to infiltrate the island from Jurassic Park and find out the secret of a bio-weapon Metal Gear that's basically a cyborg T-Rex Evangelion.

The twist would be that the FOXHOUND/Dead Cell/Cobras style group would actually all be clones created in that lab with implanted memories.

I was thinking of running it in M&M.

XII has the best built world of any jrpg, not even Trails games beat it

Fallout. I actually did run one for a bit with homemade rules. I didn't use the stuff you can find online, wrote it up myself. Fell apart due to other reasons though.

That's literally based almost entirely off of his and a friends homebrew campaign. I believe it was D20 ruleset. Yes, that was in the words of the authors. It would be cool though.

That would be pretty cool.

Full agreement. Would be interesting.

>Dark Souls
That could be cool. You'd have to have a party that is able to powergame or is cool with dying a lot.

>Witcher RPG
Really? Sounds interesting but it always seemed like something you could just adapt to any fantasy system with magic without much trouble.

>Really?
Strangely enough I found out about it while looking for Cyberpunk 2020's PDFs and going to the creator's, R. Talsorian's, blog. Apparently they've been working with the chaps at CD Projekt Red to make a official game for it based on the world portrayed in the videogames.
I reckon the combat system will be more high-lethality than your usual fantasy to be more in-line with the somewhat realistic portrayal of combat and the medieval period in the Witcher universe and how combat in Cyberpunk 2020 works.

I don't even know if there's any official info out on the game yet outside of the blog, it was kind of weird to run into it out of the blue. The updates were pretty recent too so it didn't seem like an abandoned project.

>That could be cool. You'd have to have a party that is able to powergame or is cool with dying a lot.
The idea would be that death makes you lose all nonspent Currensperience and Hollowing would be a thing handled by a sort of Sanity system. Setbacks and dying would threaten your sanity and lead you closer to Hollowing.

>Fallout. I actually did run one for a bit with homemade rules.
Possibly the only time I'll suggest this, but have you thought about GURPS?
I mean, Fallout was originally GURPS. SPECIAL is based on GURPS.

Alright. I still think the setting is pretty easy to convert to D&D at least. Really the only thing I think you might have trouble converting are witchers.

>Dark Souls
Well I'd get pretty annoyed if I died even half as much as I did in Dark Souls simply from having to run all the way back to the enemy. Losing all of my gear didn't even bother me that much since you can get pretty far on raw skill. It was that now I had to spend all that time running back that was annoying.

>GURPS
I thought about it but I don't have any GURPS material and I kept hearing about how it was complicated. So I started with Iron Kingdoms rolling rules and then play tested a ton. I don't think we used the same rules for more than one session. Ended up completely changing the rules so it wasn't even close to Iron Kingdoms but the players thought it was fairly close to how the game should work.

Never heard that it was based on GURPS, that's pretty cool.

GURPS lite is free. GURPS is complicated, but it's complicated in a fiddly time consuming way. It's less quantum mechanics and more accounting. Figuring out how many points you've spent and how many you have left, and then how many you want to get rid of to make room for something else, and so on. It's not *bad*, but it's also very Generic.

>Well I'd get pretty annoyed if I died even half as much as I did in Dark Souls simply from having to run all the way back to the enemy. Losing all of my gear didn't even bother me that much since you can get pretty far on raw skill. It was that now I had to spend all that time running back that was annoying.
You don't lose gear in Dark Souls? Also, in a video game, you actually have to go through the process of walking back. In a video game you can jump to it narratively.
I'd likely not use some of the tropes of the series, like enemies all respawning every time you rest. It's more about the narrative tone than the mechanical one.

I'm just not sure how to do that same sort of item description and level design based world building.

>GURPS lite
Hm..I'll have to go download that then. Thanks.

>Dark Souls
It's been a couple years since I played it. I could have sworn that when I died I lost most of my gear or something because I was hollowed. Either way, running back was annoying. Though you are right that you can just narrative leap it. It just strikes me as annoying to go
>GM: Oops, looks like the Minotaur ate your face Dave, you respawn at the campfire.
>PC: I run back to the Minotaur to fight again
>GM: Alright.
>Fighting ensues
>GM: Oops, looks like the Minotaur ate you again.
I'd hate to have that conversation as a GM and mildly annoyed to have it as a player.

As for level based design? Make a map.

I wanna GM an Ocean's 11/13 style casino heist.
Unfortunately I'm a novice player still, much less a GM.

A map would be necessary, sure (and never shown to the players), but what i mean is less the where you go "map" of a level and more the set dressing of it. The smashed statues of the Sun's Firstborn, for instance. It's the sort of thing that works better in visuals.

Ideally, though, the players won't be dying over and over. Things are, of course, different in a roleplaying game, and they'd also be engaging in Jolly Co-operation the whole time.

True. Assuming a party of 4 it wouldn't be so frustrating if one or two died for every boss/mini-boss they defeated.

As for the map, I guess you'll have to get really descriptive, if a player is an artfag have them make some art of different things and then include them in the appropriate areas.

That might have been one of the ones we looked over and decided wasn't for us. I do remember pushing a FF homebrew before we settled on 4e.

Our own players are part of a small platoon from a peaceful nature-loving kingdom who worships Phoenix, on a mission to save the king who was kidnapped by the more industrial/military focused kingdom.

The journey has basically brought us through the domain of Leviathan worshiping pirates and fishmen, a demon infested forest, a ride through the Void on Doomtrain, a hidden facility harvesting souls to feed a mechanized Bahamut, and we're now currently at the door of the kingdom we've been traveling to.

There's also been a side thing going on with a Viera priestess from the church of Phoenix on a mission to rescue six other priestesses and return them to the Church.

It's been a pretty great campaign, and made me appreciate 4e, despite my initial skepticism of it.

This setting, hands down.