I did a couple of interest checks around the end of December and I want to make sure that the lack of interest wasn't due to the holidays... I should get only one of these active so if one raises enough activity, I'll definitely get it started.
The common point between these games:
- Sandboxes. Player organize their own plots
- Gm'ed event/Quest. Participation optional
- 2 paragraph per IC post minimum.
- System-less, save perhaps for some events that could use it for the sake of randomness.
Luxury Cruise Spaceship
This would be set up using the premise of Firefly/Serenity, but would not have the same ship or the same purpose, it would not have that "cowboy in space" feel. The ship is constantly in the black, cycling between the most beautiful core planets. With shuttles to taxi the guest to and from the ship, it never goes planet-side. The ship is one large resort in space, with pools, theaters, a concert room, casino... It's a small city in space for those looking to travel comfortably if not fast, or for vacation. One of its floors has its rooms bought by the Companion guild, people who can be paid for the pleasure of their company, whether it is for a date, a game of chess, a chat or anything a client may want.
The game would not be smut-based. The ship would be a decent resort and while the Companions can be hired for sex, they aren't pricy, high quality whores. They are trained in a variety of arts, very educated men and women who are focused on the satisfaction of their client. I would play the head of the guild on board, "managing" the Companions. The ship would need characters that are crew, companions, or guests. The Gm'ed events would be things like a ball, a poker tournament in the casino, a thief needing to get caught, etc.
High Fantasy, with Elemental Magic
When a few teenagers turned out to be different, able to wield the power of an element like the wizards of legends, the people began to fear. Fear created unrest, and soon the King was faced with the difficult decision to hunt down these individuals and exiled them on a small, coastal, inhospitable island. His own daughter being one of them, she did not escape the exile. Those people made a life for themselves. With the help of their elemental powers, they established the village and the trade in a quarter of the time it would have taken for a group of ordinary humans. The King still collects taxes from them, and soon begins to see how he could gain riches from these people but his own daughter decide to stand in this way... This would be the life of the exiled, fifteen to twenty years after the exile began.
The element influence the character and the stronger the elemental is, the worse the hold of the element over the personality. For example, a fire-elemental would be warmer, more passionate, but a very strong fire-elemental would have anger management, and suffer from intense lust. Gm'ed event would be quest, epic journeys. The first one would be a way for the inhabitants to buy their own island from the King, making it independent from the Kingdom.
Alpha, Beta & Omega
The interactions of a pack of werewolves
Inspired by a TV show I've watched recently called Bitten. The alpha of the pack owns a mansion deep into the woods in the outskirts of a small town. The mansion is big enough to host the whole pack and in its basement is the archives of the pack that dates back three hundred years. The wolves who aren't a part of the pack are forced to be nomadic and live outside the territory. This game would be focused on werewolves, the pack, their secret and their relationships with humans if desired. As opposed to Bitten, however, I would not limit the number of female in the back unless the balance of players in the pack is off.
Please let me know which one you're interested in, thank you!