A brief history of the universe(s)...
Almost any campaign takes place in a different world than our own,
be it one very much like ours with a few subtle differences, or one
radically and sometimes nearly unrecognizably different. Sometimes
much of the adventure is finding out the parameters of the world;
sometimes it is in finding out how the introduced changes affect it.
Sometimes it's just going out and beating some bad guy booty.
- The Before Breakfast Universe
- The oldest universe played by the group; it's a polyglot four-color
paranormal universe which was apparently much like our own... until
a titan wandered out of the bay in Los Angeles, and a team of
costumed paranormals came out of seemingly nowhere in order stop
it. It featured a great many different campaigns, centered around
different groups of characters and run by rotating GMs.
- Seven Swords
- Another 'paranormals emergent' campaign, this one had a more
tightly controlled special effect for paranormals, and a more recent
point of emergence. Featured among others was Chrisber's telepathic
cop known as "Invisible Black".
- Champs on the Run
- The players were told to write up college student characters and given
no other information. They then woke up with strange powers -- that
they knew nothing about. Half the fun was the experimentation! Oh,
yes, and aliens were trying to take over Earth.
- Heaven's Fire
- There was never more than one mini-session played in this campaign,
but a lot of design effort went into it. It was built around a mercenary
company in a world something like that in Glen Cook's Black Company books.
- World of the 400
- The World of the 400 has hosted two or three campaigns, depending on how
you count. It's a low paranormal incidence coherent four-color campaign.
Superhumans often wear costumes, form teams, fight for justice, and
take code names -- but not always.
UN PEACE is the adventures
of the UN's "symbolic" teenage superhero team, and
Force Ten is the
adventures of a quasi-official US teen team, formerly known as the Franklin
Academy for Exceptional Youth. Several players and characters changed
between the Academy and Force Ten campaigns.
- Three transformed dragon siblings attempt to change the world from
within. Uses Brad's Feng Shui houserules.
- Center Counter
- The Marines suspect that the Armed Forces have been taken over by
hostile forces, and they've sent in an agent to investigate....
- Pawns of the Wheel
- The Ascended decided to hire some Dragons for their dirty work. It
succeeded beyond their wildest dreams, and failed miserably.
Campaign Worlds / Flick Inc
/ © 1996 The Other Gretchen
- Ritual Dance (Note: Web site under construction!)
- Ritual Dance chronicles the story of three Kindred in the Twin Cities.
The mood is tense and political; things (particularly the characters) are
not what they seem. The system is Vampire Revised, with some house rules.
- Honor Against the Wall
- This campaign died after a couple of sessions, although the sessions were
fairly successful. Chalk it up to our waning interest in L5R. The
characters were stuck fighting oni and goblins on the Kaiu Wall.
Last modified: May 15, 1997