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Post by apseudo on Nov 18, 2012 20:58:21 GMT
Lately I've been considering running a campaign of quick adventures my group can play while waiting for other things to happen. It would be Time Lord and Companion/s format. Quick, fun, and easy. Here's the twist: each player would write up a different regeneration of the same Time Lord, whom they would trade off playing. Each regeneration would have companions, which I would pregen, but also could have different themes/flavors/Eras. Experience would apply to the player's incarnation, not whatever character they play for a given adventure.
I've been playing with this idea for a while, but my main series (which I will post here... eventually) has been holding my attention until recently. It might take more setup than a straightforward Series, since I was going to sit down with all the players to write up the Time Lord, the gadget, and an extremely general timeline. However, it would give a lot of possibilities for quick games with whoever happens to be around. Plus, if it goes well we could have event games about companions joining/leaving, Time Lord 'deaths', or multiple regenerations meeting.
Ideas: NPCing the first or last incarnation to provide a baseline for the others. Making each Regeneration take the same Code of Conduct, but letting them interpret it as they will. Possibly assigning each incarnation a theme word (Gothic, Labyrinthine, Bohemian, Romantic, etc) Work a connecting over plot into seemingly unconnected episodes (ala Bad Wolf)
So, how does it sound? Fun? Infeasible? Too much work?
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Post by Craig Oxbrow on Nov 18, 2012 23:41:19 GMT
It seems feasible - the only potentially tricky bit being that it depends on the players not to go off too wildly with their versions of the Time Lord.
Why don't you want the players to generate companions? They might then get more attached to them, but if you want big developments that might help.
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