thatoneguy
Beginner
Online
Posts: 4
|
 |
« on: August 20, 2009, 06:53:35 PM » |
|
I've had some ideas for Storycrafter games floating around for awhile and am going to make a post dump to troll for interest for any of them. Here's three right now.
Promised Land
Humanity has journeyed to the stars, making it unto another sea. Ships plummet through the void, seeking worlds upon which to settle or thrive, mining resources from the heavens. Much like the old days of sea exploration, journeys are dangerous, fraught with peril, and while pirates are a rare circumstance, they do happen. And, sometimes, just like in the old days, things go wrong. Ships diverge from their normal paths due to strange phenomena, poor navigation, or faulty equipment. A misplaced degree can doom an entire vessel's worth of people, and a misjudged star can throw everyone wildly off course.
Sometimes, though, such a ship gets lucky and they spot a blue and green planet in a nearby solar system that registers on their ship's computers as a colony world and fling themselves at it as best they can. Sometimes they even make it there. Sometimes it's not a colony world at all.
Your ship is like this; you were on board a transport ship, ferrying people from one colony to another, and a shipboard accident forced you out of Mallett-surf and into normal space. Finding the signal from a colony transponder, the captain limped the ship even as it broke apart to an innocuous planet and everybody loaded into the escape pods as the boat was sundered in the atmosphere. When you emerged, you came out into a tepui-like tableland with sparse green algae on the rocks. The first order of business would be getting down. After that, it's staying alive long enough to find someone or be found.
(I had initially wanted to bus-crash people in a strange environment with surreal qualities; I split the idea into two separate ones, one of which became "Isolation." I have a pretty decent grounding in speculative biology and have a planet worked up just for this, as well as a short history of why it's giving off colony transponder vibes.)
_____________________________
Isolation
There is The City, and there is The Zone. Those who live in the city find their comforts taken care of if they work. They can work anywhere, from a farm on outer terraces or inside vast warehouses to newspaper mills, burgertapping foundries where men stand in one place and touch one finger on a burger disgorged from massive black walls, to hissing sewers that drain out into the soil of the earth, to any other jobs a city might offer. Cities are linked by airship or plane, and none dare walk across the boundless expanse known as The Zone, a vast landscape filled with extreme danger, hazards, hallucinations, and the decayed ruins of civilization outside The City.
No one, that is, except for the people called Isolators.
Despite their name, they live and travel in groups in varying degrees of madness. The most broken of them all travel alone, waiting to die for one reason or another. They walk in the places where the effects of The Zone are the strongest, where the most powerful and dangerous monsters and storms brew. They feed off the land and drink the brackish waters tainted with possible parasites and shun the safety of The City. Why would someone do this? The answer is simple. The matter is that there are places in The Zone deep inside the pockets of madness where realities converge and time mingles.
In those places, dreams come true and wishes are granted.
(Characters here would be either Isolators or people hiring one to get to one of these wish nodes. Game would deal with psychological issues, surrealism, and what happens to people when they're in an environment with little to no stability.)
_____________________________
Coldfall
The summer of 1969. The Apollo moon landing held the grip of the world in its cold, vacuum-tipped fingers. The Cold War is in full swing. Give Peace a Chance is on the radio and the conflict in Vietnam rages; Nixon is in the White House, and the Mariner program is doing fly-bys of Mars in preparation for the Viking program to be launched in six years.
On July 29, 1969, contact was lost with Mariner 7. Re-establishing communication indicated the craft was heavily damaged and far away from its intended trajectory. JPL attempted to determine the cause, and analysis of the empty sky revealed a massive suite of space-borne objects headed for Earth on a collision course with the northern hemisphere in just two days' time. With little time to prepare, the nation watched the skies and the television with the same bated breath they had just weeks ago, up until the sky fell.
Meteoroids, thousands of them, rained out of the night sky and into deserts, forests, homes, cities, and empty stretches of road, scattering themselves over a ten hour period across the United States, Canada, and Mexico. The largest of these, some 100 meters or more across, fell from the heavens and into the Gulf of Mexico, striking the entire Gulf Coast with tsunamis and detonating over the seas with a force of over 120 megatons. For two more days the world was silent before anyone moved to attempt to pick up the pieces.
Russia has gone even more silent, Europe watches with bated breath, and the United States has declared the southeastern United States a disaster zone, with spotted disaster sites across the country. Luckily, most strikes avoided populated areas, aside from "the big one" in the Gulf. The Object Collision Event, as it is now being called, has forced the government to recall some of its Vietnam troops back to American soil, and is busy marshaling a small force of scientists and relief experts to Port Arthur, Texas, the closest city to the Sabine Wildlife Refuge and the impact event that remains mostly intact, The Object Impact Event Task Force. This newly formed task force will have the dubious task of managing disaster efforts, retrieving tsunami survivors, dealing with a flooded coastline and nearly destroyed New Orleans, and attempt to mitigate psychological damage to a battered country and direct media attention toward more convenient avenues.
What happens next, however, will change the face of the world forever.
(This will turn from a disaster relief effort into a sci-fi scenario dealing with Cold War paranoia. That's all I'm going to say about that.)
|