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DFRPG / Re: Alternate Time Periods for Dresden RPGs
« on: May 03, 2008, 05:07:00 AM »
Hello all,
I'm new here, and I don't really have time to post very often. But I am a big fan of the books, and I've got a few ideas for the game.
If we're talking about historical events to set a game around, I think a crisis might be a good idea. That way, the timescale can be more like the books, for when people want a shorter campaign.
A setting in the Cuban Missile Crisis would be awesome. You have a group of five wizards, but they're split up. Two are in D.C., one is in Havana, and two are in Moscow. They can communicate by shortwave, but they can't easily work together. Their overarching task is to avert nuclear war - maybe they are compatriots of major government officials, or maybe they can find and leak important information to the press/U.N..
Though all the wizards are working together, they all want different resolutions to the crisis: the Cuban wants the missiles to stay, the Soviets want the U.S. to remove its missiles from Turkey, and the Americans want the missiles out of Cuba. This could lead to some intra-group tension. As a Diplomacy player, I see that as a plus - I don't know what others think about it.
Of course, the wizards shouldn't just be fighting the paranoia and inertia of the superpowers. Some group of villians (Denarians? Black Court Vampires? Some sort of pulp-sci-fi-ish "Cult of the Atom"?) should be working to cause war while the wizards prevent it.
Maybe a more old-timey setting would work better. The year is 1914. It's July 10 or thereabouts. Archduke Ferdinand has been shot and the armies of Europe are mobilizing. The White Council has called upon your team of wizards to save the peace of Europe. Meanwhile, the Red Court wants WWI to distract the White Council from its interference in Latin America.
Latin American political wrangling would be an awesome setting for a game. Maybe the Mexican Revolution is a populist uprising against the Red Court. I always thought Jim was making a political statement with the vampires as big landowners - the patrons and barons of Latin America drain the lifeblood of the working class! Maybe this is too much to assume, but having the players fight for land reform somewhere in Latin America with Red Court and possible U.S. opposition (see Guatemala, 1954) would be a neat spin on the setting.
Do any of these make any sense?
I'm new here, and I don't really have time to post very often. But I am a big fan of the books, and I've got a few ideas for the game.
If we're talking about historical events to set a game around, I think a crisis might be a good idea. That way, the timescale can be more like the books, for when people want a shorter campaign.
A setting in the Cuban Missile Crisis would be awesome. You have a group of five wizards, but they're split up. Two are in D.C., one is in Havana, and two are in Moscow. They can communicate by shortwave, but they can't easily work together. Their overarching task is to avert nuclear war - maybe they are compatriots of major government officials, or maybe they can find and leak important information to the press/U.N..
Though all the wizards are working together, they all want different resolutions to the crisis: the Cuban wants the missiles to stay, the Soviets want the U.S. to remove its missiles from Turkey, and the Americans want the missiles out of Cuba. This could lead to some intra-group tension. As a Diplomacy player, I see that as a plus - I don't know what others think about it.
Of course, the wizards shouldn't just be fighting the paranoia and inertia of the superpowers. Some group of villians (Denarians? Black Court Vampires? Some sort of pulp-sci-fi-ish "Cult of the Atom"?) should be working to cause war while the wizards prevent it.
Maybe a more old-timey setting would work better. The year is 1914. It's July 10 or thereabouts. Archduke Ferdinand has been shot and the armies of Europe are mobilizing. The White Council has called upon your team of wizards to save the peace of Europe. Meanwhile, the Red Court wants WWI to distract the White Council from its interference in Latin America.
Latin American political wrangling would be an awesome setting for a game. Maybe the Mexican Revolution is a populist uprising against the Red Court. I always thought Jim was making a political statement with the vampires as big landowners - the patrons and barons of Latin America drain the lifeblood of the working class! Maybe this is too much to assume, but having the players fight for land reform somewhere in Latin America with Red Court and possible U.S. opposition (see Guatemala, 1954) would be a neat spin on the setting.
Do any of these make any sense?