A collection of campaign ideas:
Blood on the clocktower:
- Vampires SMP and BoTC fusion
- Players are given BoTC roles to base their characters off of
- There is one vampire who must secretly and successfully turn all other members of the party before the campaign is over
- At the start of every long rest/night with sleep, players can take a minute to discuss the ‘vampire situation’
- Players can pass notes to each other in lieu of being able to speak privately
- Ghost player mechanics similar to BoTC ghost roles
Heartless:
- Timed life mechanic similar to Limited Life from the Life Series
- Kill = more time to live
- Personal time runs out = you die
- Players are being hunted down for their time in order to feed a semi-immortal dictator's life
- The less time you have the more bloodthirsty you are
And an eye for an eye:
- Based on TMA, but using the Fear system from 'Sing a song of sixpence'
- City of Archia is on a precarious balance of magic, Elias wants to start a ritual to disrupt it and end the world
- Sirens, werewolves, mers, banshees who each have a Fear 'patron' with powers to match
Fallen:
- Backrooms amnesia campaign
- Players wake up in the Backrooms together. They don't know who they are or who the others are
- The Bacteria is hunting them, and they know this instinctively
Hold Fast:
- PHM-inspired amnesia campaign
- Players wake up disoriented and not knowing about who or where they are
- Two of the people on board are already dead
- Early encounter- players must decide if this is a friend or enemy
Bloodsplatter:
- IL-inspired amnesia campaign
- Psychological horror
- Gaslighting mechanic involving Ellie the eel (my horrendous and vile gaslighting game mechanic)
- Players are from Eden and have been captured by the COI for their 'crimes'
- some are actual crimes some are fabricated
- Corrupt system and Eden people are unfavourable- tossed in the deepest recess of jail, nicknamed 'Forest of Eden' as mockery
- Criminals are amnestisized beforehand
- Campaign starts just as Eden blows up Filament station
- Players must get out before the COI collects them for a public execution- COI needs people to blame and players are scapegoats
A desert town:
- WTNV: Strexcorp take-over era
- While Cecil is releasing the station from Strexcorp, the players are on their own mission to release their friends and families
- Canon-typical weirdness allows for players to 'shoot' someone with finger guns or similar, but Strexcorp employees cannot be hurt conventionally
- Possible magic system overhaul to fit Nightvalean weirdness (bloodstones?)
Is the... moon big?:
- Inspired by Hermitcraft Season 8's 'Moon Big' arc
- Moon is crashing into Earth, players need to get out
- One shot only- either players successfully get out or they TPK from
moon
Quest-luck:
- PJO themed
- Campaign is basically one giant quest
- Players are all CHB campers
You Do NoT Recognize the bodies in THe WAtEr:
- Game mechanic, like sirens but weirder
- Based on the Class of '76 canon in the SCP universe
- Roll a wisdom save or someone has to physically pull you away from the water
- While entranced, the character can only go on and on about how they recognize those people and have to save them
[DATA BREACH]:
- Campaign styled in classical SCP breach style, similar to CONTAINMENT BREACH
- Takes place in Site 19, DM to choose which SCPs to include from existing roster
- Players are D-Class
Exclusionary zone:
- Based on SCP-5000 (why?)
- Players have to merge 055 and 579 together to reset the world
- Issues to address beforehand- how to work in 055's anti-meme properties, how to present 579 without physically describing it
A very complicated campaign based on SCP Tale: THERE IS NO ANTIMEMETICS DEPARTMENT (need to work out how to put antimemes into D&D)
Phasmaphobia-inspired campaign? Ghost-hunting system, players are investigating a haunted house
MHA campaign? Players are quirkless students trying to sneak into UA's hero course
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Code: RED
- Classical D&D style
- There's a new popular hallucinogenic drug
- It's actually safe there's no twist there and don't make one
- Except all the dealers keep turning up dead
Ship in a bottle:
- Players are slaves on a popular slaver's ship
- One player knows prestidigation to start a fire, but is not a magic class
- NPCs do not know this player can magically start a fire
- This slaver's ship is very burnable. Dragonborn are not transported for a reason.
- also, bad storm outside
Train going west:
- Wild-west themed
- Campaign takes place entirely on a train going from East to West
- Specifically allows players to dip in and out of the table as they please- all players are criminals on the run hitching a ride on the same train at different intervals
- When a character leaves the train, due to being captured or otherwise, the player leaves the table. A new player is introduced either at the next stop or doing something like jumping on a moving train from horseback