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This was a campaign that actually did get played ... sort of. The whole thing was a train wreck from beginning to end. We were using the Realms of Cthulhu ruleset (a Savage Worlds variant), but even though I had run Savage Worlds before, and correctly, I for some reason got some pretty basic rules incorrect for this campaign. Also, I was trying to create an atmospheric, pulpy, spooky, investigation-driven game, but only succeeded in making an incomprehensible mess. Eventually, players stopped showing up and the campaign mercifully fizzled out.

Still, some of the enormous amount of written verbiage that came out of this game is moderately entertaining.
...continue reading "Call of Cthulhu – The Crowninshield Investigations"

Another campaign that never got off the ground. I wanted to run a sci-fi campaign but was undecided whether or not to use Savage Worlds (which I was somewhat familiar with) or Traveller's new edition (which I knew nothing about). So, I ran two play-tests, one with each system. The first (Traveller system) attracted two players, and the second (Savage Worlds) attracted just one player. So, that one fizzled right out the box. I've included some of the background and miscellaneous stuff I wrote. ...continue reading "Traveller Campaign"

Another game that never was. I was going to run a Savage Worlds cyberpunk game, but it never got off the ground. This was an essay I wrote for myself as a thought-starter and background information sort of thing.

The Technological System is nothing less than the sum total of the organization, techniques, drives, and capabilities of modern existence. In the Technological System, efficiency is king, trumping nationalism, economics, even biology. That which can be made efficient thrives; that which can not withers. That includes ideologies, historical conflicts, cultures … and people.
...continue reading "Cyberpunk"