BLACK BUCKLER

Countless wars have been raging for aeons. Now at last it's time for peace, but many doubt it will be short-lived. World seems to be only a collection of quarrelsome city states, small kingdoms and nomad tribes. Scorched land tactics has left drought, famine and contagion, and many people have become thieves and bandits.

Elves have escaped from ruins of Tamrielic empire by ships (only some wild elves, bosmer, and dark elves, dunmer, have stayed behind), halflings have been forced to work at mines and dwarfs have isolated themselves under the mountains. They are no orcs, but trolls. Half-giants have largely died at wars, and lizardmen raise drakkas, giant lizards for riding, as horses don't exist in this world.

Magic is shamanistic, for healing, protection and curses. In return shamans sacrifice animals, people, food, drink and items for spirits. People believe that gods have abandoned people, expect Atlas, who holds up the world on his back.

Players (fighter, rogue and shaman) belong to Black Buckler - loose alliance of mercenaries and rogues, which helps each other to find job by keeping an eye on the needs of travelers and local people.

After the final big war campaign players traveled to the more undamaged south looking for work. They followed the ruins of aqueducts to the city state of Caldera, which duke Crassius Curio needed help against the neigbouring city state of Balmora (looks like Venice). The lord of Balmora was Zardorf, a dragon (looks like a crossbreed of balrog and Giger's alien), which was secret to the most of the people. Another secret was that Zardorf had offspring, and dragon planned to spread his dominion. Players gathered allies by usually solving problems of bosmer, lizardmen and men. For example they helped caravan master against marauding bandits, persuaded bosmer to be scouts, battled with lizardmen against minotaurs, and were part of revolution in Ald'Ruhn, another neighbouring city state. Now they are on quest to find enchanted weapons against dragon. (Fantasy/Magic)

Black Buckler
Carpe Nocturnem
Chiang
Daikatana
Enclave: Savage Grounds
Feet of Flames
Flesh & Blood
Gender War
In the Land of Nod
Legend of the Five Rings
Lineage II: Red Moon
Marvel
Middle Ages
Mists of Avalon
Nod 2
Perfect Dark
Queen&Country
Raison d'Etre
River Phoenix
Rogue Spear
Ronin
Sequel 2
Shard Hunt
Snake Eyes
Soul Blade
Summoner
The 6th Day
Urath's Feather
Vagrant Story
When Gravity Falls
Wings of Honneamise
Witch Fire

 
CARPE NOCTURNEM

1368 A.D. Templars are destroyed in France. Black Death has killed approx. 25 million people. The beginning of renessance. Rise of the Free companies of mercenaries in France. Black Prince of England. Great Company. Birth of White Company, led by sir John Hawkwood in northern Italy. Handgonnes and plate mail exist. Add World of Darkness, stir it up and voila! (Middle Ages/Vampire)

 
CHIANG

Todays' U.S. Government's secret anti-terrorist special forces. Name comes from chinese two-headed snake of Ch'iang mountains. Ideas for missions were taken from newspapers. (Special Ops/Espionage)



DAIKATANA

A transfer student from rich Holland family in Japan. First gang fights, trouble with school's judo captain, hunting serial rapist, love affairs and so on. Then Group appears when player realizes he can do time travel by psychic projection. (Martial Arts/Time Travel)


ENCLAVE: SAVAGE GROUNDS

It has been 100 years since the Witted of the Old Blood seized the power in Ivalice, on the continent of Valendia (distantly based on Robin Hobb's Farseer Trilogy). Those, who couldn't the Wit, stayed as slaves to the Witted. And those, who opposed the Witted, were thrown to the beasts of the Witted. Before this the Witted, who could shapeshift and know beast magic, were hunted down as devils and dark sorcerors. This was their revenge.

Ebonheart, former outpost of the empire of Rosaria, is the only known haven. The legion of Hawkmoth protects the citizens of Ebonheart with the aid of Grand Council. But also the imperial Farseers use its Skill (Telepathy power) to protect Ebonheart.

The citizens of Ebonheart have suffered from famine, incest (especially nobles) and the attacks of the beasts near fences, mountains and woods. Occasionally beasts rape women, those are happier who gets killed and eaten right away. Moral is not high, and many fear that it's a matter of time, when the beasts of the Witted roll over the last haven of mankind. (Martial Arts/Fantasy/ Psionics)


FEET OF FLAMES

Fatimas are angels of Ormazd, for whom Ormazd has given their own area of responsibility to protect from Ahriman's corruption: Sahra (earth), Fawara (water), Nasmat (air), Nasheeta (fire), Ghazale (animals) and Zahrat (plants).

Dervishes are female servants of Fatimas, who are given magical powers through ritual dances (magic system is here). In the old days dervishes just danced in battle fields soldiers and templars protecting them. But envy, greed and lust possessed dervishes, which dueled themselves with weapons (knife, shortsword, staff). High priestesses tried to restrict body count denying weapons (Fatimas have disgust for weapons, ritual dances are no good when wearing them). Since duels have been fought without weapons. And because ritual dances are like katas, it was sensible to practise Karate (imagine Capoeira).

Dervishes are all women, and people do not dare to harm them (they have legal immunity), only passive resistance or capturing might be the case. Now corruption has increased as many dervishes are acting as they wish, and temples don't supervise or punish their own. Many have tried to hire other dervishes to teach discipline for their sisters, but usually they have been betrayed. Until now ...

Local ruler established a military order - Wolf's Brigade. First player captured another "evil" player, and that player was rehabilitated as a new member of Wolf's Brigade. This went one and third member was another player, too. Together "Heroic Trio" battled evil dervishes and men, demons, djinns, monsters etc. (Arabian Nights/Fantasy/Martial Arts/Magic) 



FLESH & BLOOD

A long-term vampire campaign in the 15th century's Europe. First conclaves were held to achieve solution to the threat of mortals. The very beginning of masquerade, and those who opposed it. History books were practical source for background. At first the campaign was run with original White Wolf system, and later it was converted to GURPS. (Vampire: The Masquerade)


Dirty Pair


GENDER WAR

Scientists used Y-bomb in Near-East with conclusion that virus went through mutation and killed the most of Earth's male population. First female pope was selected. The first female U.S. president was assassinated by angry male. Japasenese delicate culture is in. Gen-engineered Marshals aka Snow Angels - only aggressive female - watch over U.S. citizens against tiny, scattered but vengeful male gangs. (Biotech/Ultra-Tech)



IN THE LAND OF NOD

A finnish writer startles, when his short stories and novels begin to take shape in his dreams. Then writer learns lucid dreaming. But when you die in dream, do you die real? After all dreams and reality starts to mix up, and writer's nightmares come haunting in physical world. (Horror)



LEGEND OF THE FIVE RINGS

A long-term fantasy campaign with clans taken from L5R-rpg and magic - weakened form - from GURPS Mage: The Ascension. Over 800 years ago there was the War of Rings. Earth, Water, Fire, Air and Void are the elements of legendary five rings (they say gods used these rings to create the world). The rings were given to the leaders of different clans after the war. The power of sole ring, not to mention the whole set, is a dream of every adventurer.

Wizardry is static aka coincidental magick (based on manipulation of probalities - luck). Dynamic magic is only performed by priests. Players are members of noble house which is only created for giving re-birth almost faded goddess called Maat. The quest for saving Maat is disquised as treasure hunting. The very secret of the campaign is the essence of deities: They are personifi-
cations of their worshippers's true faith, beliefs and ideas. This makes these "higher beings" dependent on their worshippers. They guard this secret jealously and are ready to anything to prevent mortals - especially mages - to abuse this weak spot. The realization of this Truth could easily create a new demi-god. (Religion/Mage: The Ascension)


LINEAGE II: RED MOON

My third D&D 3rd Edition campaign. It has been a long time since great Cataclysm. It's has been wondered that the great sorcerors opened portals that brung the Cataclysm. Volcanoes erupted and demon armies appeared. Those, who could, run away to the north. Only reminder of the Cataclysm are raging ash storms from south and wandering monsters.

This brang players, descendants of those survivors, to Port Blacksand, southernmost border town in the area of West Gashin, now called Westmarch (ripped from Elder Scrolls: Morrowind). They were ruin explorers, who explored ruins for magic and treasure from a bygone era - sponsored by city council. From other dangers they soon found themselves competiting with a couple of other ruin explorers (one was sponsored by an old dungeon delver and one by a merchant).

Presented in this campaign was a complex system of magic and abilities. There were these small, marble-like orbs of pure energy called Materia which were found around. Each piece of weaponry or armor had certain slots for these orbs, more or less depending the piece, which you can insert Materia into and then have access to new magic spells or abilities (ripped from Final Fantasy).

There was ancestor worship - the religious worship of ancestors based on the belief that they possess supernatural power. Poor people had only one small shrine in living room, richer had their own room for worship. Priestesses' job were to escort the spirits of dead people across the border.



MARVEL

My first experimental game trying to simulate the wonderful world of Marvel Comics, its characters and style. Players were of course super heroes themselves battling against evil mutants and their hench-men. In the end the unwritten laws of Marvel world began to cause headaches. (Supers)



MIDDLE AGES

My very first rpgs (after Twilight 2000). Place is medieval England with lord British (from Ultima) as its leader. British has many ideas to improve the life of Britannia's people (railroads, telephones aso.). The group of adventurers roam across Britannia, later trying to get upper hand with lord British's new traitorous advisor from Africa (former Grand Vizier, heh). At first the campaign was run with RuneQuest, and later it was converted to RoleMaster.



MISTS OF AVALON

Merlin disappears. Only his apprentice remains. And suddenly Arthur has many problems to solve for young, 12 years old apprentice with some mystical powers. For example, Breuse Sans Pite's killings, Lancelot's madness, Saxon movement, peace negotiations and script borrowed from 13th Warrior brang many grey hair. Magic in this campaign were psionic origin, but not too scientifically explained. (Camelot/Magic/Psionics)


the daughter of the president

NOD 2

Company is developing Russian Sleep box that could make lucid dreaming possible for everyone. The daughter of company's president is missing, and father hires private investigator agency to look for her (one of the players is esper). Daughter has disappeared voluntarily to use Russian Sleep with her boyfriend without distruptions. As we know from In the Land of Nod messing with dream world can be dangerous. Daughter has given some stolen proto types for her friends, and they start to die in strange accidents as sleep walking around can be fatal. (Horror/ Psionics)

lady Anne of Longcot
PERFECT DARK

Joaquin Phoenix, duke of Salisbury, died on hunting accident. Lady Orlande of Devizes moarns him, but she has to get grip on. Joaquin's brother Joakim is mentally ill, and so uncapable of taking power. His wife, Anne of Longcot, is taking action to murder the new duchess. She has studied spirit magic, already caused death of duke, and madness of her husband, now she sends a demon to kill duchess. But duchess has hired mean, badass bodyguards to protect her life because of fear from neighbour lords and merchant houses. When players learned conjurer's secret, they had to make hard decisions, because duchess didn't approve violent solutions. (Vampire/Spirits)


QUEEN&COUNTRY

Juvenile players are picked on by one to be trained as Queen's praetors: assassins, bodyguards and spies, you name it. They all have their own reasons to join, for example one wants to revenge to the Thieve's Guild for killing her master. Players are carefully trained and tested to finally solve some problems which threat the peaceful kingdom of Burgundy. A great example of thoroughgoing character development. (Middle Ages I/Espionage)

 
RAISON D'ETRE

My very first games (after Twilight 2000). Survival of the fittest, 10 000 A.D. Space Master rules. Earth is a desert world, thin atmosphere, no oceans, people live in dome cities. At first players happened to be involved with sabotage of air factories. And don't forget future Predators and other aliens coming to cross paths with players.

 
RIVER PHOENIX

A campaign with two GMs and two different player teams. Another team is single vampire (vampires in this campaign are created as an army for Armageddon like telepaths in Babylon 5) in medieval city called River Phoenix, like Babylon 5 for peace treaties among different races (Trolls are like gentle giants from Changeling, Centauris, Dryads aso.), and another are adventurers solving murder in same city. When demons and other vampires appear, its mayhem. (Vampires/Fantasy)


Rogue Spear

ROGUE SPEAR

The second coming of supers campaign - before that X-Men movie. Players are X-men characters doing the usual stuff. Focus of the campaign is not fighting off evil world-conquering mutants, but normal people who are afraid of unknown. Some "good" mutants want to defend themselves from homo sapiens by ultimate means, and players must decide which side they take. (Supers)


Ronin


RONIN

Players are convicted criminals in prison. They are offered a chance to earn their freedom by working at Organized Crime Bureau. Each member gets a new identity, a new face (like in Face Off), so players are not able to recognize themselves on casual look. Their original faces stay in Walsh Institute, Philadelphia. Players have to for example infiltrate mafia, prove that some von Burian is a retired member of unfamous Z-patrol, reveal the identity of Cypher who is killing their hard-earned mafia contacts and so on.

 
SEQUEL 2

The war started at 2000 when cold fusion was introduced at Moscow (see The Saint movie). It lasted two years, and ended when asteroid hit Earth in 2002. The cream of humans were put on Vaults (idea comes from Fallout game). Now its 2016, and Vault 13 has problems. Its geo-term heat control system is broken, so a group is assembled in the middle of winter to go and get necessary items from Vault 15 (other vault locations are unknown military secrets). Players have good equipment, and they have lived through many rebellions and a few wars in Vault 13 (population has went from 20 000 to 14 000 people). Outside world is surprise (Vault's cameras and other sensors had been broken for many years). Players for example go to Shady Sands, Dodge City and Night City, meet traders, raiders, marauders and Air America, and they have to keep their mouths shut about Vaults.


samurai


SHARD HUNT

Loosely based on Inu-Yasha manga. Ages ago sorcerers and priests gathered too much power and, so Higher Forces took their power away. That power was assembled to a big crystal. But men tried to get their powers back, and in attempt to do that crystal exploded, and shards scattered around the world. Players are king's men, Valencia's peace knights. They run into criminals who suprisingly use shards' powers for their benefit. But shards can be taken away and be used by players. When king discovers the existence of shards, he commands all his knights to search for those shards. Campaign was run with D&D 3rd Edition rules.



Roland the caravan master


SNAKE EYES

Competition is getting harder in the area of Alliance and Coalition. Big merchant houses are dropping prices. In one island there live Lizard men who sell honey - precious as gold - for domestic animals, steel tools, weapons and armor. Ages ago former wizard-emperor released one thousand lizard men and said that one island could be theirs, if they could take it. Their offspring served emperor as bodyguards, but no-one has seen them or visited in island after emperor was taken down - expect one caravan master, Roland. He tests and hires men (players) to travel that island. Surprise is that lizard men look like and ARE the aliens with their acid blood and nasty reproduction. See fear and confusion on players' faces. Second surprise is that one of caravan members turns out to be assassin who kills leader of the lizard men. (Fantasy)


ninja


SOUL BLADE

Players begin as novices at school of Invisible Sword (swords and other weapons are banned by emperor). They gain experience and go toward inner circle and secret techniques (from Road to Wall and from there to Garden). And entrance exams put players against each other. One of the players is the son of the former Edge Master (who left school to become emperor's swordsman). In city there are swordsmen who think they can win players in unarmed combat - and notorious Iron Monkey criminal. Finally players learn secret of Soul Blade. (Martial Arts)


SUMMONER

Trion, elements of water, earth and air, cleansed evil thousand years ago, they destroyed all other areas of the world, only preserving the Middle Kingdom.

Because there is no wars, fortifications and castles has not been maintained, lots of ruins remain. Swords has been forged to plows, soldiers and armies don't exist anymore, because there are no need for them.

People are happy, only music, dance, sports, sex, singing, food and drink has remained as joys, all violent conflicts has been removed. People do not hunt or fish, only rising live stock, living from gathering and agriculture. Only entertainers and merchants travel and occasionally nobles. If they are problems midst people, Trion's priests are summoned to solve them as magistrates. Typical commoner has is honest, pacifist, staid and has sense of duty to Realm.

"Sounds boring", players say. Unknown to them, humanity is frozen, living in the midst of former glory's rips, existing only to entertain Trion. So to roll wheel of time enchantment has to broken. Ra, "the sun god", element of fire, has planted the seed of suspect to the mind of one player, and from the dreams of that player there are rising monsters from other worlds to hunt the Middle Kingdom. As element of fire, Ra has not been accepted next to Trion as equal, because fire is good hired hand, but bad master. It's too chaotic and dynamic, not fit to Trion's way of life. But this is about to change ...

 
THE 6TH DAY

Year 2004. Foot riots because of Frankenstein food. The law of 6th day which U.N. and different churches have signed. It prohibites human cloning. Penalty is 40 years of prison for trying and possible clones are destroyed. FBI has been given more power and resources after Bush has given more attention to U.S. internal matters. A special 6D-department "Chimera" is established to control law and watch over different anti-clone fundamentalist groups. Players are new "Chimera" agents. They run into cases where criminals seem to have possessed supernatural strenght and damage resistance. Later they found different spirits are possessing these people. Theory of morphogenetic field. (Spirits)

 
URATH'S FEATHER

My second D&D 3rd Edition campaign. I borrowed THQ's Summoner game world - not plot, but mostly some geography and whole religion, which is by the way one of the best make-believe religions I know. I've to confess that I run ten sessions mostly with three WoC's official adventure modules: Sunless Citadel, Forge of Fury and Standing Stone (this is something what I very rarely do). I fed steroids to my monsters: I changed cannon-fodder orcs and goblins to fiendish goblin warmongers and kobolds to troglodytes. Players were brother and sister - one fighter/wizard, one wizard/thief -, working for their mother's Deus Ex - the illustrious security firm. Campaign ended in death of Gabriel.

Joanna Dark


VAGRANT STORY

My first D&D 3rd Edition campaign. The church of Lightbringer was founded to bring salvation. Joanna Dark let herself to be burned alive 500 years ago for compensation for of sins of humanity: Prometeus has stolen thousands years ago fire from Dragon god who then cursed whole humanity.

The current ruler of the Valendia is Her Imperial Majesty Catherine Solontha Lewis VI. She is 29 years old, still unmarried and without heir. She is said to be incredibly beautiful, though some stories paint her as tragically disfigured and claim the paintings of her unblemished face are fakes. Her nickname among the Imperial military is "The Lioness."

The Vale tried to get independent, stopped to pay taxes to empire of Valendia. And there was religious differences - Vale's church of Lightbringer gave healing to ordinary people. In Valendia the ruling church healed only aristocracy or rich merchants. Harsh civil war caused scorched earth tactics.

Players have yet been children during the war. Now after three winters it is time for rebuilding from Riverfork Keep and other settlements, but there are ruins, monsters, traitors and empire spies around the Vale. Classic fantasy gaming, starting from little and advancing to bigger leagues.


WHEN GRAVITY FALLS

It is year 2176 in GURPS Terradyne world. Players are once again convicted criminals (like in Ronin). They are sent in work camp in Mars near New Jerusalem, where they learn to work together. Terraformation is 75 % complete. Air is as breathable as in very high mountains in Earth, but danger of red lung lurks near. Rebreather is recommended. Also flying spybots, guards with electrolaser rifles and tracer implants makes escaping nearly impossible, until terrorists blow up an electromagnetic pulse bomb in New Jerusalem with dramatic consequences after one year's "peaceful" coexistence. Players cooperated with the leader of the camp during the riot, so later they found themselves working for corp via one of player's former contact Odin's Ravens - Mars Private Investigator Agency. Mission was to infiltrate Red Planet Brigade - terrorist organization responsible for the Pulse and also for spreading moss-(and human)eating insects. (Terradyne/Space/Martial Arts: see also Previews, gravity is .38 G)

 
WINGS OF HONNEAMISE

My first mecha campaign. Many ideas were taken from PS game Front Mission 3 - like name wanzer. It is 2030. Japan is in chaotic situation after the civil war. There are talks about space program which gives hope for recovering unity of humanity. Players are wanzer pilots in training in Japanese Defense Force. (Martial Arts/Mecha)

 


WITCH FIRE

High magic, high power fantasy campaign with original GURPS magic system minus blocking spells. Magic has high impact on social, political and economic structures. Magocracy rules (many mage lords have become immortal, and left some humanity behind). Depending on state, famine and contagion usually are unknown, literacy is common, and people have more time to practise arts, sports and other culture. Books has been replaced with magic crystals, which act as like holoprojectors. Jade coins are common currency, as jade is only matter, which cannot be forged by magic.

So far so good, common practise of magic results to many critical failures, that bring once in a while demons, and not to speak of deliberate summoning from those, who crave for power.

For this purpose, mage lord Nefartite of Nova Roma (state that has climate and geography like in Greek archipelago) has established an organization of witch hunters, where players belong to. Mission is to hunt those demons down, and their possible summoners. Witch hunters have powerful - and costly - weapons, no-mana-blades (usually used in daggers, swords, spears, bolts and arrows), which penetrate any magic, and prevents use of magic, if left in body. Price for magic-using witch hunters is that one's own spells and magic items are afflicted with low-mana - circumvented by use of spear. (Fantasy/Magic)