Hello my lovely Critical Failures audience. It's been a while. A friend of mine recently picked up some DnD stuff, which got me excited about RPGs again. I was thinking I'd translate the Witchfire Trilogy into 4th edition and run that, but the Rifts thread and my recent purchase of Fallout New Vegas reminded me of my Post Apocalyptic Shadowrun 4th idea.
I thought I'd throw up a brief description of each, and see what people thought, which they thought would be better to run/play.
The Witchfire Trilogy
is my favorite series of modules that I've ever read. Gabe ran them for a bit, but I think he abandoned them in Feburary. The Witchfire Trilogy takes place in the Iron Kingdoms, which many of you might know as the setting for Warmachine. It's a three book-long exploration and introduction to the setting, with city work, investigation, dungeon delving, etc. The Iron Kingdoms is a land where technology and sorcery have met and combined--it's a beautifully flavored steampunk setting.
I have some friends who just got into DnD, and I'm thinking I might run this for them, which means I'd be converting this anyway.
Some artwork: 1 2 3 4 5 6 7
Miniatures from Warmachine/IK: 1 2 3 4 5 6 7 8
Idea two involves progressing Shadowrun 4e
forward in time into and past an apocalyptic event
. The idea emerged in me thinking about how much I liked some of the core ideas of Rifts, but the game kind of sucked and there was a lack of unity/fairness/anything. Shadowrun, however, would contain an awesome backstory, an interesting system of magic, and all the other intersting trappings needed for post-apocalyptic survival. Play would probably center about a group of wasteland wanderers as they explore post-apocalypic United States, try to defeat or evade magical threats, and discover more about the events that tore the sixth world asunder.
Goalwise, I think I'm looking at Shadowrun meets Fallout.
Each would require a few tweaks. I don't know if 4e has firearms yet in its bajillion books, but if not, I would probably include two varieties, one as an encounter power, and then some for use. I would probably want to write a paragon paths for warcasters, gun mages, and artificers, as well as race specific. Races I'm fine with as long as they're tweaked to be IKable--I might need to make a few racial changes to make goblins smarter and to include something trollkin-like. I think I could be loose with most things, except religion.
Shadowrun's contact system would need revamping to stay relevent, and I'm not sure on how useful hackers would be, and I'm not too familiar with SR4 (although with Hacking and Rigging melding together a bit more, it might be a bit easier to keep hackers relevent).
Bonus Third Option: This one would require more work, but could be cool. I've been working on a system focusing on playing cards with a conflict system similar to Mouse Guard. It's a little under construction at this point, but I could potentially put it together to make a system to run for people. Ideas for games there are more broad, but include: A magic-focused game where everybody plays a wizard, and work to survive in the world (similar to mage I guess?), a futuristic space-opera esque group of mercenaries/bountyhunters/pirates/whatever, or some other stuff I'm not thinking about right now.
So just curious on what people would like to play, which might be a better decision, etc.