Every GM has those games they want to run desperately but just won't get to for one reason or another. Maybe their group isn't receptive to the style or idea, maybe they don't have the time or bandwidth to run it, but it keeps them up at night. I have so many of them so I thought I'd write about them here.
The BIG Forbidden Lands game: I picked up Forbidden Lands last year cause it really appealed to me and unfortunately it was mostly only me. The giant hex map, the focus on wilderness survival, prepping for the next journey, living a hardscrabble life, and chasing down legends and mysteries. It's such an evocative and interesting world and I went all in. I got all the expansions on top of the base game and I was enraptured by the idea of my group at one point hopping on a boat and sailing north to the Bitter Reach to experience that or break through Shadowgate Pass to the west and go explore the Bloodmarch. I wanted my group to interface with the seasons and maybe spend a winter in a single small town that we play out in weeks rather than days. Sadly, my expectations were never realized for either group I ran it for. One group got very obsessed with setting up a stronghold (which is fine but it really locked them out of lots of movement and is more of a late game mechanic) and the other group just fizzled out as they do. I still have a yearning to make this game work, but it really needs the right buy in and investment from the right group to see it all the way through.
Proper Dolmenwood: It seems I am cursed when it comes to hexcrawls. After Forbidden Lands I tried to run Dolmenwood for my regular 3 player group. The idea of a hyperpopulated hexcrawl with so much to see and explore in an OSR style was extremely exciting for me since it felt like one of the main problems from Forbidden Lands for my players was the lack of direction they felt they had (despite them having a cavalcade of legends to look into). Despite this, and despite my players giving the game the ol' college try, it never clicked for them I think. We played about 7 sessions, they explored large two dungeons, neither of them made for the Dolmenwood setting, and only did a single section of hexcrawling from the starting town to the nearby big city. They elected to shelve it since they were all more interested in the new Heart: The City Beneath campaign which we have now started up. I am jonesing to really give Dolmenwood a fair shake with proper adherence to the hexcrawl procedures, explore the really lush world Gavin has made, actually interface with some of the handmade content released for the setting, ACTUALLY do player map tracking (I feel like I'm the only one that thinks this sounds awesome).
Side Bar: I cannot understand players who have no inherent sense of exploration. I'm the kind of gamer (both tabletop and video games) who sees something in the distance or on a map and my mind goes crazy about what could be there. I just want to check it out but both of my hexcrawl outings have shown me that the default (at least with the players I've sat with) is to be fed places to go (sometimes that doesn't even work). I'll find that hexcrawl golden goose one day.
Alright, now some game ideas I haven't given a shot yet but am still REALLY craving.
The Open Table Game: The Forbidden Lands game was sort of a first attempt at an open table since the group was 7 players but it was a failure and never really lived up to the ideals of a proper open table game. I would love to get a group of 16 friends together and have full buy in on some shared setting that we all run games in, Megadungeon or Hexcrawl; either works. I've always been obsessed with the idea of these games, they tickle the part of my brain that yearns for discovery and adventure as my day to day life. At the risk of getting sappy, I remember being a little kid and being fascinated with the idea of explorers and finding a new land and seeing new things. Obviously that's not possible in the modern day outside of discovering stuff for yourself through nature hikes (which I fucking love) or through, in my opinion, an open table TTRPG game. I recognize that the overhead of running one of these games would be insane and probably too much for me but I want to inhabit a new world fully, get players sharing knowledge and discoveries over discord, drawing up maps and theorizing about what is out there. It all just sounds incredible to me. Maybe I'll finally learn how to stop craving control and join an open table as a player.
The MEGAdungeon: Going off of my only other two blog posts here, it's clear I like megadungeons. I've never ran or played in one (outside of the single Gradient Descent session I've ran so far), but I love the idea of them. I want to run something big and actually stick with it for a while. An Arden Vul, a Stonehell, something. I'm hoping His Majesty the Worm will be that though I'm a bit worried my usual group doesn't have the attention span or interest to spend over a year in the same dungeon. Regardless, I fantasize about running a proper ass megadungeon.
Psychedelic Oregon Trail: Ultraviolet Grasslands is FASCINATING to me. It is a lush as hell setting that is fucking strange. I've yet to be able to sell my players on it but the doing a roadtrip campaign from the Violet City to the Black City and all the little adventures we have along the way just fucking GETS me. I love Coins and Scrolls GM Facing Maps they made and I'd probably jack those whenever I finally can run this since it does the hard part of populating the grasslands with a bunch of neat OSR dungeons. I've got Our Golden Age on order as well so I'm excited to see how that changes how I'd run UVG.
The Least Tolkien One Ring Game: I love Lord of the Rings, I don't know shit about Lord of the Rings. My lore knowledge is locked to the extended movie cuts and some lore videos here and there so running The One Ring would probably be a bit challenging and not very accurate to the books. Regardless, the travelling rules have really captured my brain and I've got the Moria book sitting on my desk just ASKING to be explored. Sadly, backburner.
The Merry Mushmen Trilogy: I snagged copies of Nightmare Over Ragged Hollow, The Horrendous Hounds Of Hendenburgh, and Raiding the Obsidian Keep recently and I'd love to do a longer campaign running these in succession (Hollow -> Hounds -> Obsidian Keep). Persistent characters across all the adventures and just sink into the old schoolness of it all.
A Return to the Pacific Northwest: Lets veer away from fantasy and fantasy adjacent gaming. I LOVE the PNW as a setting for mystery/horror games. Years ago I ran a Monster of the Week campaign set in the Pacific Northwest, I also happen to live there so it's in my bones to have games set there. X-Files, Alan Wake 2, Twin Peaks, it's such a peak setting so I'd love to run another small town monster hunting campaign. I always thought this would manifest as a Delta Green game but I've recently found a game called Liminal Horror that I think might fit even better.
Another Bug Hunt: Lets end on a sci-fi note. I think Another Bug Hunt is neat. That's really it. It's not a long campaign, maybe 4 to 6 sessions, but I haven't had any takers yet. Who doesn't wanna play an Alien horror TV show. Mothership is a great game (seeing as how I'm using it to run Gradient Descent right now) so any excuse to run it more makes me happy.
The grasslands call to me |
I'd love to hear about everyone else's dream campaigns! Leave them below!