Alright folks, I'm thinking about starting up a new game here. Seeing as I'm not running any at the moment but have several ideas in various stages of completion. Here're my top three ideas, to gauge interest. Once one reaches five confirmed players I'll put in an application for a board:
1) WoD Sanctuary
Founded in 1721 by a joint Camarilla-Sabbat partnership, made up of individuals fed up with the war between the two factions, Sanctuary grew up on the borders of northern West Virginia, southwestern Pennsylvania, and western Maryland. The basic requirement and rules of the city were that nearly anything goes. The only exception is that the violence between factions not get out of hand. Over time, Magi, Changing Breeds, and Changlings gravitated toward the city to rest from the all consuming battles between their kinds. The two founders of the city ultimately became the Camarilla Prince and Sabbat Archbishop of Sanctuary, they hold these positions to this day.
Does this mean that all the species and factions get along with each other? No. Not by a long shot. But, at least the amount of blood flowing in the streets is minimized. Occasional fights break out, key leaders try to assassinate other leaders, and politics run rampant. The relative truce remains, however. The in-fighting continues, in a sort of cold war situation. Somehow, outsiders in all of the factions have remained ignorant of the purpose of the city, to date. Should they discover what is really going on, though, the proverbial fan’ll be working overtime.
(This is a WoD game, character sheets preferred, but not required. Think of Sanctuary as a Casablanca for supernaturals.)
--Note-- I'm debating between using the World of Darkness system, or going freeform and just using the setting. I'm open to suggestions there. :) Currently I have everything for Shapeshifters, Kindred, and Mages set up, though next to nothing on Changlings (I don't own any Changling material). So, if someone wanted to play a Changling (s)he'd have to help out with developing that part of the city.
2) <Untitled> (title in progress)
Several thousand years ago, Colocyn was a wild world ruled by barely Human petty regional warlords. This state had existed for several centuries, since the dawn of civilization, such as it was. That is, until the first wizards came.
Initially, they were greeted as wise women and councilors. They rapidly achieved positions of power within the marginal power structures that preceded them. Within a year of their first arrival, though, wizards were ruling all of the tribes, clans, septs, and proto-city-states. By the end of the decade, the wizards had marginally increased the state of civilization. At least they organized it somewhat better. Even at this point, the average person didn’t pay much attention to the wizards.
A few decades later, they had cause to regret that inattention. That was when the wizards began raiding villages and other settlements to acquire their first “volunteer” servants. Many of these initial abductees were subjected to bizarre experiments. The results of these experiments were classified as Human, Anthro, and Hybrid. Other servants were constructed or summoned. Ultimately, the servants directly attached to wizards fared better than their relatives in the fields and villages. Those left behind were treated barely better than animals, overseen by trusted Constructs and Demons. At least the ones chosen as servants and experiment subjects got to leave the squalor of the fields. They were taken to individual strongholds at first. After a century or so, the wizards built Ackrin, a floating castle roughly centered on the largest continent.
This ushered in a new era. The wizards gathered at Ackrin, leaving their chosen territories to be administered by the Constructs and Demons bound to unflagging loyalty. In the castle, they met, ate, reveled, experimented, politicked, and conducted social affairs (including procreation of the next, miniscule, generation) far from the reminders of their territories. Their power has been unchecked, except internally, for thousands of years. The wizards and witches themselves are virtually immortal, though none of the original “colonizers” remain (the casualties of political in-fighting) there are still several who remember the early days of their rule over the land.
--Note-- This will be freeform with a very very small set of numbers to govern magic a little bit. Alternatively, it could be adapted for GURPS 3rd ed. within the week.
3) Kaires 7
This is very much a SF work in progress. I don't even have an intro put together for it yet. But, think of it as a mix of inspiration from 1984, maybe a little Star Wars cantina, and a few other things. Basically a city-based SF setting, aliens run most everything, hierarchized society, based on a former trade port and its satellite/station. Open to innumerable races and types of characters.
--Note-- I'm currently thinking freeform here, but within 2-3 weeks it could be adapted to GURPS 3rd ed. if anyone would prefer that.