Scenarios and Systems I will probably not write

I've been immersed in the tabletop RPG world long enough that random things get my brain to churn out an idea for a scenario or a system at a distressingly regular rate. Distressing not because I dislike feeling creative and having ideas. But because, despite writing down the better ones to come back to later, I am fairly sure I will not find (make) the time to turn them into usable things. Because the editing and general fiction writing I do is a) more satisfying and b) expands to fill the available time, if allowed. I could fix this by just setting aside some time every week to just. freaking. write. these things. But then I'd have more projects in various states of incompleteness and each one would make less visible progress on a day-to-day basis. Which I would find more frustrating than having lists of scenario and system ideas I know I probably won't get to. It's entirely in my power to change the dynamics and make the time. I've just calculated for myself that the trade-off, right now , isn't worth it. Maybe that will change in the future, maybe it won't. But if it does, I've got my list of ideas I can use.

Scenarios ideas:

Giftschrank: I've written about this one (and the next one) for this blog before, but I haven't written the scenario yet, so it belongs on the list. The original posts went up March 14th 2016 and March 24th 2016 but the summary version is that Giftschrank literally means 'poison cabinet' and, in German, refers to the cabinet the controlled substances go in a pharmacy or, in a library, refers to a biohazard zone for information. Which just screams for a scenario in the Eclipse Phase universe about information escaping/being stolen from a research facility located on an exoplanet only accessible through a Pandora Gate with the players unsure which side they are or should be on. If I ever actually start writing scenarios, this will probably be first, just because it was the first one I wrote down and I really like the name.

Courrières Mining Disaster: I've also written about this idea, back on the 31st March 2016, but. In 1906, a very large mine in France exploded and then caught fire. It was an awful disaster that killed more than a thousand people, but the part that caught my attention was the group of miners trapped underground, in the dark, for more than a month  before rescuing themselves. To which I said, 'damn that would make a terrifying Call of Cthulhu scenario, the system already had a sanity mechanic.' Writing this one up would involve really learning the 1920s era Call of Cthulhu system, researching mining equipment, technology, and practices of the era, finding a map of the actual site (shouldn't be too difficult...), and building the characters, because no way in hell an I going to let the players build some insanely broken character taking a gun and no rope into the mine for some reason.

Base Raiders: I also have an idea for a base to loot. Well, more like a scene within the base. Let me give y'all the backstory first, because the idea came from understanding the Base Raiders setting. Base Raiders is a Fate system by Ross Payton where the players are in a world where superheroes existed before suddenly disappearing on a day. Left behind were are those superheroes' and supervillains' hidden bases, which you, as PCs, go raiding. Also, lots of the PCs are turning into superheroes themselves.

The idea for the base I'd write is that it's a superhero family and friends' ER and hospital.  Family and friends a superhero thought might be a target for hostage situations would be given emergency teleporters paired with medical monitoring devices. When the teleporter detects tampering or the monitoring service detects a problem, the user is teleported to the triage room of the base or, if the problem is severe enough or the facility is marked as currently slammed, directly into cryogenic freezing. This all came from expanding a scene in my head of a dead body on the floor of medical bay, face down in front of a gurney, having obviously bled out, based on the very old, dried pool of blood the corpse was lying in.

As for writing it up, I'd need to read the system (yes again) in order to make sure something like this doesn't already exist in canon, figure out power-levels of gear that could be looted (all of which would be medically based/themed), and see what kind of security other bases use. Then I'd need to figure out what sort of security would be compatible with a hospital. 


The first two system ideas come from encountering the flashbacks in the Leverage RPG (through the Drunk & the Ugly's APs) and Red Markets' non-linear time mechanic with scams in negotiations. Also how much I enjoy cop procedurals and heist films. ... And now that I'm thinking about it to write this post, Shadow Run and the inordinate amount of time I have spent planning how to hack, rob, extract, and otherwise do mischief to fictional corporations in a cyberpunk dystopia.

Any rate. 

The first is a system around criminal heists with Ocean's 11 style flashbacks while the second has cops investigating crimes with flashbacks to what the criminals did as the cops figure it out. Alternatively, combine the two where the players are both a cop and a criminal. The scenarios would start with a crime having been committed so you have the end result and the cops need to work backwards. When they figure out something, everyone switches over to their criminal character and there's a scene of what happened. I don't actually know where I'm going with this one, or really why/how is different than Leverage so there's a secondary reason this one probably won't see the light of day.

The next five are all systems I'd like to write using the Profit system found in Red Markers:

Running a community hospital

Stone Age tribe level survival

1800s escaped slaves survival

1800s colonization of the American West

Modern day survival scenarios  

So... a lot of survival games in there... It fits with the Profit system's focus on trade offs, opportunity costs, and resource scarcity. Which is how health care fits in with the rest of them for me: resource scarcity. What can I say, there's two ER doctors and a health policy economist in my family, I hear and talk about this sort of stuff more than the average lay person. For the community hospital, I think the players should be the administrative heads of various departments in the hospital. Each compete for resources and prestige in order to stay relevant (and an actual department) while having to use the resources to drive value to the hospital (along with all the other departments) so the hospital can keep their doors open.

I'm picturing the Stone Age tribal survival system as a semi-cooperative, narrative game. My idea is that players control a section of the tribe, like the hunters, the gatherers, the shamans, the elders, etc. instead of individual characters. So folks need to cooperate for the tribe and the characters they're responsible for survive but there's room for intra-tribe politics and changing what kind of society you're building. Sessions/scenarios would be things like going on a hunt, gathering resources, dealing with nature, or trying to build up a tribal improvement (like finding a good source of flint so the nappers can make better spears or something). I think I'd handle trying to change societal norms through an altered negotiations mechanic.

For the escaped slaves system, I was thinking of the American South but if I made this work I could expand it to other countries in the Western hemisphere during the same time period. For instance, I happen to know for a fact there are tribes of folks in Suriname (a small country north of Brazil) in the interior composed entirely of folks who ran from the plantations on the coast and reformed societies like the African ones they were stolen from. But the core idea came from a session recorded for Technical Difficulties (which hasn't been released yet) — it was a Call of Cthulhu game where the characters were escaped slaves who headed into the Great Dismal Swamp to escape pursuit. I'd be interested in stripping out the magic and making it just about survival and what risks the players are willing to take. Do you work towards making a life in the remote area you're hiding in? Escape to the North? The West? Canada? Flat out, can you avoid the slave catchers and are you willing to kill to stay free?

Thinking about that lead to the idea for a system in the American West about colonization. I'd want to write it so you could play the Americans pushing west (and stealing land from the Native Americans in the area) or as members of local Native American tribes. As an American, you're away from civilization, in remote areas, how do you survive? You're invading land someone else calls home under the belief of Manifest Destiny, that you deserve it more, that they're 'savages'. How far are you as a player willing to go as a character who believes those things, explicitly or implicitly? As a Native American, do you resist? Adapt to the changing social and political climate?

Both the last two systems would require a lot of research for me to feel comfortable contemplating writing. For the American West one, I would want to do as much research as possible before even attempting to approach members of the tribes in question to ask for advice. And I'm not a historian in training nor do I have the inclination during my free time. I mean, I'd do it because I have a specific goal and I'm good about working towards goals. But yeah, I am not unaware of how much work these two systems would require from me. At least I might be able to use the same information on tools and technology across the systems.

The last system, the modern day survival system, seems the easiest of the proposed systems. I'm already familiar with the time period :) Just have to research survival skills and craft a narrative around why the players are in such straits. I'm not saying that's not work, I'm just saying the other systems require researching skills and setting/time period. Thinking about the narrative, it feels like a system build around one-shots — here are your characters, here's the situation, survive. I mean, unless you're a Special Forces operator going through training, I'm not too sure why you'd end up in a series of life threatening survival situations. ... If you do, maybe it's time to look at your life choices. Anyway, I'm thinking of things like 'You're all average people from X country who just survived a plane crash in Y location. Survive until rescue or get yourselves back to civilization.' scenarios.

So there you have it, three scenarios for three different systems and six or seven full systems I probably will never write. Unless someone wants to collaborate on them and kicks my ass. I'm real good at working on things when I'm responsible to another person. ;)