Now, among my flaws lies the Devil Indecision. The little blue gimp perches upon my shoulder, battling its own shoulder-gimps over what sort of advice to offer in this or that situation. I talk to my people, he talks to his people, whole lotta nothing gets done.
Also, I have this silly notion about "making everyone happy," and thus having other people pick/make suggestions. It turns out that most people have shoulder gimps. Or an Invisible Uncaring Spirit. Both are wicked and problematic for my neuroses.
So, I try to limit my options. Lay out a limited selection and go from there.
Fortunately, one game is already set. I'll be running a Savage Worlds Realm of Cthulhu game on Google Wave for some old friends Back East. To capture the pulpy feel of SW (as opposed to the "you're just a sad sack of crap" feeling I get from Chaosium's system), I'm having the game take place in the early-mid thirties, and follow an Indiana Jones type setup. Miskatonic archaeologists go on a trek to discover ancient artifacts, encounter angry natives, occultist Nazis, and
The real life games are a touch more complicated. I have a wide group of players to work with, and I haven't played a game with most of them. I'm the kinda guy that likes to know what I'm getting into before I jump into the DM chair, but, since I haven't run a game in years, I'm starved for the manna of GMitude.
I've so far whittled the selection down to:
- 3.5 Iron Kingdoms. Some of my potential players are familiar with the world due to the war game WarMachine, so that's a bonus. It's one of my very favorite D&D settings, filled with a non-standard fantasy milieu, steam punk, and undead pirates. It may be too complicated for folks new to the hobby, however.
- Savage Worlds: Deadlands: Reloaded. SW is great for people who lack time, and, with so many folks having family obligations, it mightn't be a bad game to teach to folks. Also, it's awesome. Also also, Deadlands is a fantastic setting . . . a spaghetti western with meat.
- Warhammer Fantasy: Another twisted fantasy world. I'd probably end up using Savage Worlds instead of the setting's rules, as I find SW suitably gritty (one hit kills entirely possible), yet also quite elevating. WHFRP starts you off as a nobody. If you're really unlucky, you could be a homeless vagrant with almost nothing to your name. I love the setting, but I think SW would be able to satisfactorily convey the setting's feel.
- And, if that doesn't suffice, there's always good ole fashioned D&D with Dave Arneson's Blackmoor as the setting du jour.
Good intros, I'd say.
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