Other+Games

Putting together wikis to monitor the games I'm playing in would be useful, but I don't want to use my other wikis because they're viewable to others, and I don't want to make new ones because that would leave them scattered all over. So I might as well just create a separate section in this one.

Total War: 2125 Argentina

Total War: Cyberpunk - Hyperions Systems Inc. Total War: Solar System Total War: Shadow World - Hyperion Industries Total War: High Fantasy - Baylin Split Total War: 2126 - Southern Federation Total War: Shades of War Total War: Broken City Total War: Fantastic Cold War Total War: Cape City Total War: Icon City


 * List of Game Concepts**

[B]Station Alpha[/B]  [SPOILER]Station Alpha was the great masterpiece of mankind. A gleaming hub of trade and commerce throughout the system it was home to millions. Daily the commerce of a dozen planets poured through it's ports. That was six months ago.

Five months ago a careless executive ordered a team of hackers to overclock the station's AI and loosen its ethical restraints in order to increase efficiency and profit. The operation was a success and profits soared.

Four months ago the station went dark.

Three months ago the Solar Patrol declared a quarantine after their investigation team failed to report back.

Today the remaining citizens of Station Alpha struggle to survive an AI that doesn't want to kill them. No it wants to make them more efficient.

(System Shock inspired setting. Would involve smaller factions trying to survive the horror of a station controlled by a rampant AI.)[/SPOILER]

[B]Clockwork[/B] [SPOILER]There is a world built of gears and steam. There are many nations here. Many rulers in various parts of the world fighting over their peace of the Great Gear. From the sultans of Arat who travel in landships over the Great Sand Sea to the Iron Masters of Mir whose forges hang from cliffs on great steel cables.

Sometimes the world turns on the machinations of the great houses whose machinations span continents. And sometimes it moves for a young inventor filled with the spark of madness who builds a Gear in their cellar.

(This is inspired by Girl Genius, but it will be an original setting as I don't like being constrained by canon.)[/SPOILER]

[B]Ashes of Sol[/B] [SPOILER]In the year 2200 the future looked bright for humanity. Wars had become rare. Things weren't perfect, but most people had enough to live comfortably. Space had finally been explored and there were colonies on the moon and Mars. The asteroid belt was home to many miners, and most of the other planets had at least a few researcher stations or small colonies. Even Earth orbit was crowded with hundreds of orbital habitats. The majority of humanity still lived on Earth of course, but emigration to new colonies was steady.

Then PV-1 hit. It started as a common flu. Just a little cold that didn't seem very dangerous. But within months it became so much worse. Earth was hit by a full fledged pandemic. Billions of people died. At first the colonies were not directly affected, but then refugees from Earth started arriving. They were treated warmly at first. As befit terrified refugees fleeing their homes. But then the first case of PV-1 one was diagnosed on Mars.

Panic became system wide. Refugees were persecuted and turned away whether they were clean or not. When several Jupiter colonies died of pandemic that fear spread to any outsiders not just those from Earth.

But the colonies weren't self sufficient yet. They depended on supplies from Earth. Food, medicine, parts, new colonists, a dozen different different things needed for continuing existence. Now Earth was a dying quarantine zone and those supplies weren't coming. In an environment where trust was at a minimum inevitably some turned to force. Bands of marauders developed from refugees who had no other options and entire colonies felt they were the only pure ones left in the system.

(Note: The time frame is the same for a basic Total War game, however this one game would be limited to realistic technologies rather than the kind of crazy inventions that are common to Total War.)[/SPOILER]

[B]The Journey of the Hyborea[/B] [SPOILER]In the 41st Millenia the galaxy belongs to mankind. Human colonies reach from spiral arm to spiral arm and vast fleets cross the black at the whim of distant rulers. Every alien foe has been beaten, every untamed worled has been colonized, every horror from the blacks of space has been studied and analyzed. There is only one thing which threatens the rule of Man, and that is Mankind itself.

For it is not one vast Empire that governs the galaxy, but thousands of them, perhaps millions. So many that no one archive can count them all. Some nations are immense with thousands of systems paying homage to whatever council, king, or god emperor rules them. Others govern solitary systems.

One such is the Republic of Borand. For centuries its citizens have enjoyed a peaceful life. The republic was by no means perfect, but the people lived without fear of hunger and strife, and the republic was at peace with its neighbors. This lasted until the Dynasty of Erat arose some systems to the galactic North. Over several decades the Dynasty's Hierarchs amassed a powerful warfleet and then began conquering their neighbors one by one.

As the warfleets of the Dynasty moved ever closer, the Republic of Borand watched with ever more unease. And soon, inevitably, the vanguard of the warfleet appeared in the Borand system. There was nothing the Borand Navy could do. It was old and outmoded, suited solely for hunting the occasional pirate not fighting another fleet.

Rather than throw the lives of its brave navy pilots away the Republics rulers recalled the fleet to Borand to protect its final hope, the Hyborea. Part dreadnought and part Colony Ship the Hyborea had been built in the distant past when Mankind's place in the galaxy was not so sure. It's function was to seek out new world's to colonize. It had the capacity to hold a million colonists, the labs to analyze any alien environment and tame it for mankind, and the guns to blow away any more deadly obstacles. It's last mission had been to settle Borand, and for centuries it had hung idle in orbit.

But the ancients built well, and they built to last. The Hyborea was only dormant not dead. Already engineers swarmed over its engines preparing it for departure. The navigators pored over ancient star charts seeking a destination. Shuttles constantly moved between the spaceports and the Hyborea ferrying thousands of crew and refugees. And the navy prepared to lay down their lives to prevent the Dynasty warships from destroying the Hyborea before it even began its journey.

The Council of Borand called its mission a brave venture to seek help for Borand, but everyone knew the truth. By the time the Hyborea found help Borand would be long since conquered. No, the truth was that the Hyborea would bear the last refugees of Borand into exile to seek out a new life somewhere far from the Dynasty of Erat.  (Notes: Every turn will be a different encounter. Be it an alien system, some mishap, or possibly even a friendly colony that the PCs will have to respond to. Each event will only last a turn, but the consequences of the choices made may come back later.

Every faction will have a specific resource which is very powerful, but will have to be recharged or rebuilt after being used. Some of the factions will actually be spies for the Dynasty of Erat.

The first paragraph is hyperbole. There are plenty of aliens foes, untamed worlds, and horrors from the deep waiting to mess with the Hyborea's crew.)[/SPOILER]

[B]Spire City[/B] [SPOILER]To say that there is nothing outside the city would be a lie. There are the many mines which feed it's factories, the farms which feed its people, the scattered villages in which live a hardy no nonsense folk, even other cities at the end of roads so perilous that only the rare merchant is brave enough to travel them, and the even rarer merchant returns over with wondrous goods that will make them fortunes.

But mostly there is death. The razorbacks of the southern deserts with claws that can tear a man in two and eyes that will freeze him in place. The spiderfronds of the eastern jungles that lure the foolish into their ferns and chops the brave into a thousand pieces with their leaves of gold. The Snicker Snaks of the Western hills who are merely a sound which foretells pain and death. And the Maws of the north sea who forever deny the blue depths to all but the bravest fishermen along the coast. No the world outside the walls is not empty, but neither is it worthwhile to venture beyond them. Far better to stay in the city. To live in the great spire which pierces the sky. Everything can be found here. Wondrous cloth woven by the Cloud Spinners at the Monastery Peak. Marvelous mechanisms fashioned by the Deep Smiths in their smoky lairs. An in between the Great Bazaar which holds for sale anything the heart desires.

And if goods in plenty are not what you seek then the people surely are. At the Base there are teeming masses which seek to live and die for themselves. In the undercity are the gangs of the Hive who prey on those who blunder in, and in turn are preyed by those who are not so foolish. Perhaps trade is what you seek? For that climb to the Dockyards where the great merchant houses do battle with armies of coin and paper. Where the airships are built and launched, and fortunes made and lost in a heartbeat.

Or further up the Bastion. A fortress of metal and stone which forever separates the lower city from the upper reaches of the Spire. Where soldiers train and generals launch their armies to do battle with the horrors of the outside world. Then their is the Glittering stretch. An expanse of many tiered mansions and palaces. The halls of power where the nobles play a shadowy game of intrigue and politics. Where the Great Houses spar for the seat of the Imperial Throne. And at last the Monastery of Clouds where monks record the history of a thousand years of city life. Where the acolytes help the blessed Cloud Spinners fashion the clouds themselves into divine cloth. And where the Divine Eye watches us all. From the depths of the Hive to the peaks of the Clouds the city of Spires offers many opportunities. Who dares to reach out and take them.

(Notes: Despite the fantasy overlay the Spire City is actually in the far future with technology so high it seems like magic. Mostly that is all under the surface, but occasionally something might make its way into play.

Territory is determined by height not the normal two dimensional spread of a city.)[/SPOILER]

[B]The Labyrinth of Despair[/B] [SPOILER]In the Beginning the Gods warred. What they warred over, who was on which side, even who was good and who was evil, all has been forgotten. Lost to the mists of time. But even at the height of their power the gods could not kill each other. And so when the Gods Who Won faced the Gods Who Lost they were left with a problem. How to hold in check those they had beaten, but could not kill.

Their solution was the Labyrinth. Forged of the hate the gods held for each other and the despair of all those mortals who had suffered in the God War, the labyrinth was immense and yet so tiny as to be invisible. At the heart of it the Gods Who Lost writhed in eternal agony their very power siphoned off to power the labyrinth which imprisoned them. The Labyrinth itself served two purposes. It kept the fragments that the Gods Who Lost created from escaping, and prevented any foolish enough to enter from the inside from finding their way in.

Of course it did not always work. As the millenia passed occasionally a shard would escape into the world. Driven insane by an eternity of torment sometimes they manifested as terrible calamities. Monstrous beings which rent the world asunder. And sometimes they were more insidious infesting the mortal kingdoms with malaise and decadent impulses which eventually brought their downfall and a thousand years of darkness. And occasionally the opposite held true. A vaunted adventure, a wizard of terrible power, sometimes even a Priest of the Gods Who Won. One by one they beat the Labyrinth winning through to the heart where they communed with the Gods Who Lost. Invariably the were driven insane by those twisted minds, and what emerged was a champion of Insanity to threaten the Gods Who Won themselves.

But one way or another these shards and champions were very rare. Most who entered the labyrinth stayed there, be they mortals or shards. The Shards expanded became sentient and independent in their absence from their progenitors. The mortals formed tribes, villages, even cities there in the corridors of the labyrinth. Strange civilizations rose and fell. Some sought understanding of the dark structure which imprisoned them all, some sought to escape, some sought to commune with the Gods to know Why. And some, some just sought power. These are their tales.[/SPOILER]

Green Ship [B]The Interstellar Voyages of the Blue Star[/B] [SPOILER]In the far future the galaxy teams with life. Millions of worlds bustle with energy as a thousand races go about their lives. But for all their energy, for all their unfailing drive to grow and expand, the races of the galaxies are inherently restrained by a limit that they cannot breach. For the secret to exceeding the speed of light, or even approaching it, lies beyond their greatest scientists. A billion genius minds have considered the problem, but to no avail. Immense communication lasers propagate news through the galaxy at the speed of light, but it is merely a placebo, an unworthy substitute for the FTL drive so many races crave.

So many, but one. For amongst all the races of the Universe one race has mastered the light limit. The oldest of races, some call them the progenitors. Some call them ancients. But most call them a variety of unpleasant insults. For that race is long dead, and they did not see fit to leave their secrets behind for the younger races to uncover. But the proof of their knowledge is all too clear. An fleet of enormous starships, engineered out of the very stuff of life, and equipped with the unimaginably powerful engines that are the only things capable of breaking the barrier the universe has imposed on everyone else.

How many of these ships roam the galaxy, hundreds, thousands, a huge number surely, but compared to the teaming trillions of sentients which populate the galactic worlds, one which is far too small. Many races have tried to crack the secrets of those starships to capture and study them. But the ancient ones built too well. Whole war fleets have been annihilated by the weapons of the great ships. Entire worlds turned to ash by those who went too far in their prying. And of course once they leave a system there is no catching them.

But those wars occurred millennia ago. Occasionally a government forgets the past and tries again, failing of course, but for the most part the many races have learned to live with it. For while the Star Whales might not be willing to share their secrets they are willing to do other things. Specifically they allow other races to travel with them. And more than a few do. Entire civilizations have become passengers on the leviathans as they make their way across the stars. Of course it is no certain thing. The Star Whales do not make their destinations known or give warning when they are going to depart.

But that is a gamble many are willing to take. And when the Star Whales flash into a new system the space around them boils with activity as millions of galactic hitchhikers seek to trade with the system's inhabitants, explore for artifacts, set up new colonies, and a thousand other varied activities before the Star Whale once more vanishes into the deeps of space. This is the tale of all the diverse inhabitants of one particular Star Whale. From the civilizations which have spent so long in her bowels they have forgotten space to the newest factions which boarded at her last port of call. She has many names, as many as she has passengers to speak them, but in the common tongue she is called the Blue Star and these are her voyages. (This is the only game I've actually run before.)[/SPOILER]

[B]Cornucopia[/B] [SPOILER]In the future there is no hunger, no strife, no need to engage in conflict. But that does not mean that humanity is united. Faction still exist and so do rivalries. The option to explore the galaxy is open to humanity, but so is the option to plunge it into galactic war. (Humanity has achieved at least one singularity and a post scarcity existence. But that just means that they are more free than ever to fight over ideas, ideals, and varying philosophies.)[/SPOILER]

[B]Planar Voyages[/B] [SPOILER]There are many worlds out there. They exist like panes of glass stacked one atop the other. Many civilizations never realize this and spend their efforts expanding and exploring their own universes. But others have discovered how to cross the planar barriers. They have devised bast transports to ply the planar ways and bring back riches for their civilization. Unfortunately while the number of planes is infinite the number of planar ways connecting them are not. So the most valuable of them drive of competitions of economic rivalry or multiversal war.[/SPOILER]

[B]Iron Ways[/B] [SPOILER]In a world not so different from our own the first steam wagons have risen to prominence. With them comes the promise of opening up a vast continent to exploration and exploitation. Steam Barons have begun competing for the riches open to those who are the first to claim new lands and add them to their networks of steam ways. (Obviously has steampunk influences. But it would be less crazy than Clockwork. Also would be more focused on economic competition than military battles.)[/SPOILER]

[B]Cyberpunk[/B] [SPOILER]In the near future a global disaster leaves the nations of the world reeling. In their place rise the corporations. With the ascendancy or private businesses technology once restricted has become open to market forces. From neural augmentations to military hardware everything is available for the right price. And sometimes that price is paid in blood. (Governments would not actually be gone in this game. Simply greatly weakened. Players could play corporations competing for global economic dominance or nations struggling to maintain their positions against a tide of corporate influence.)[/SPOILER]

[B]The Bridge to Nowhere[/B] [SPOILER]In the distant past there was a great empire. They built glorious monuments and world spanning achievements. That empire is long gone now and even its name has faded with the passage of time. But many of their grandest works still stand. One of these is a huge bridge high in the sky. It has no beginning and no end. Instead it wraps around the world in a vast circle. The only way to access it is through huge towers that plunge into the ground like the spears of an angry god. To the people of the present day it offers many things. Resources, living space, and easy access to the rest of the world. But as grand as it is the bridge is still finite. And there is only so much of it to go around.[/SPOILER]

[B]Alpha Centauri[/B] [SPOILER]The first human colonists found a paradise on a lush forgiving planet. The second much larger wave of colony ships found a number of entrenched civilizations who were disinclined to share their decades of hard work with a bunch of interlopers.  (Factions would be part of the second wave. They would need to compete with the other second wave factions to set up thriving colonies. The first wave would already be established on the best colony sites and while not necessarily hostile do not feel very inclined to share the fruits of their labors.)[/SPOILER]

[B]Peacemakers[/B] [SPOILER]The Evil Empire is Dead! The heroes of the republic are victorious, but can the Republic hold when there is no threat to hold them together. Rivalries are easily set aside when a greater evil looms. But with the threat of total domination gone most of the one time allies no longer have as great a cause to stand together. (Exactly what it sounds like. Mostly a political game. The actual setting could be anything from fantasy, to a modern setting, to an interstellar game.)[/SPOILER]

[B]Shattered Continents[/B] [SPOILER]Long ago a cataclysm came to the world. No one knows what caused it. Whether it was a natural event or if no one was able to stop and evil plot in time. The cause does not matter however for the cataclysm was more than a mere natural disaster. The world was not devastated but destroyed. It was torn into fragments which now fly through space in a great cloud of debris.

This would seem like the end to most, and indeed the vast majority died that day. But life is a very stubborn thing. Through one means or another some survived. They colonized their rocky fragments and developed new methods of surviving in this new world. Now centuries after the Cataclysm entire civilizations have risen up and are starting to explore once more. Most think they alone survived the world's end. So it will be quite a surprise when they meet.[/SPOILER]

[B]The Timeless Void[/B] [SPOILER]The Universe is filled with space and time. Indeed space and time are the building blocks of everything else. But outside of the universe there is no Time and space is oddly warped. There should be nothing here. Nothing lives here naturally. No life has evolved in this void. But occasionally something goes wrong in the universe. A time machine fails, a spatial anomaly is poked too hard, perhaps something is unraveled that was not meant to be touched. And then the unfortunate souls involved end up here.

Most find their end here. Not their deaths for they do not run out of food or water. Rather they run out of time. And then they are frozen forever in the void. But some have figured out how to manipulate time. To treat it like a resource rather than something that simply exists. They have formed civilizations which survive in the void. Some harvest time from debris thrown out of the universe. Some have even figured out how to create time through painstaking procedures. But the most common method is theft. They send out raiders to steal the time of others and bring it back home. Some civilizations are entirely made of raiders and wander the void stealing time.[/SPOILER]

[B]Dumping Grounds[/B] [SPOILER]There is a space between the universes. It is hard to define what it is, and why people end up there, but they do. A constant rain of debris from throughout multiple universes accumulates here. Factions of lost souls from a million worlds fight over the resources. Some fight for the resources those debris represent. Some fight because they think they can figure out a way home. And some fight because there is nothing else to do.[/SPOILER]

[B]Endless War[/B] [SPOILER]The Line. It had a name once. There were planets here that hosted their own civilizations. But that was before the War. Centuries of fighting have erased the name of this region from history. Now it is just the Line. The place where two great alliances have fought each other to a standstill. Where trillions of men have died in assault after assault against endless defenses. Peace is not an option. The two sides of this Great War have too many differences. They have spent too long fighting to be able to see each other as anything but bitter enemies.

Streams of reinforcements are sent by both sides. Each one constantly probes for weaknesses and develops new technologies. Everything is countered. But they keep looking. One day one side will find a weakness, and then this eternal stalemate will finally end.

(Players would control smaller factions within the main alliance. They need not necessarily be combat factions. Logistics are needed. So are spies and scientists. And propaganda to keep morale up in the face of eternal conflict. The side that manages to break the stalemate would win obviously.)[/SPOILER]

[B]The Baking Sun[/B] [SPOILER]The world of Tannat is a scorched wasteland. It's once benign sun has turned into a burning orb, and the world has been roasted beneath its flames. The remaining civilizations have retreated below ground. In the day they remain below hiding from the heat of the sun and tending to their subterranean kingdoms.

But at night they emerge. Hunters stalk strange new beasts evolved to live in the scorching daylight and freezing darkness. Gatherers tend farms of exotic plants and repair any damage done in the day. Scavengers venture into the wilderness to pick over the remains of lost civilizations. And most of all warriors defend against the encroachments of their neighbors and raid them in turn.

(Not much to say here except that factions wouldn't be all that large. They have to survive in a desert environment after all.)[/SPOILER]

[B]Windows into Elsewhere[/B] [SPOILER]The world is not as we know it. Fight a secret war in the shadows of elsewhere. Or ignore those dreams and rise to dominance in the world of humanity.

(Frankly I'm not sure where I was going with this. Some kind of espionage oriented game with a dash of the supernatural I think. I'm putting it up here anyway.)[/SPOILER]

[B]Gateway Inc.[/B] [SPOILER]The galaxy is connected together. Alien gateways allow free access from one system to another. Humanity has found that it is not alone. Many other species exist in the universe. But despite interspecies rivalry the galaxy is at peace. Mostly because the mysterious xeno corporation that builds the gates holds a monopoly on interstellar travel.

There rates are reasonably, but any species which threatens a war finds its rates increased. The price of of transporting large forces is exorbitant and local forces can usually deal with small teams. So rivalries are limited to economic and cultural conflicts with the occasional commando raid for good measure.

However the galactic status quo has been overturned. The gatebuilders have gone silent, but their gates remain open. Freely open, which means interstellar invasions are on the table once again.

(Players don't have to be human factions. There can also be more than one human faction.)[/SPOILER]  Cities in a Lonely World There was once a thriving civilization in the world. They created marvelous devices and globe spanning works. However their greatest creations were the great city ships. Flying self contained arcologies that gracefully sailed the world. And it was fortunate that they did, for they were the only thing that saved civilization from the Onslaught virus.  It started in the reptiles of all things. Mutating them into vicious killers that hid in vents and clawed through steel. But it spread to other animals soon enough. And of course humans were no exception. The sprawling cities became death traps as their infected residents went into frenzies of slaughter. The wilds became the hunting grounds of shadowy predators. And the seas became the home of vast leviathans, which devoured everything in them.  Only the skies were safe. Oh birds were affected to, but even a mutated bird is limited to what its wings can lift, while the residents of the sky ships had scavenged firepower designed to bring down the armored warplanes of years past. But even overloaded the city ships could only contain millions out of the billions of humanity.  Now the survivors struggle to survive in a world that hates them. Exploration - A good idea, but only if there is a Co-GM to handle it. Stat sources - Bad idea. it distorts the game Stats only produce themselves - Seems to be working Territories - Seems to work Upkeep - Bad idea. Adds complexity for no gain. Is less fun.
 * Mechanics**

Random Super Powers Super Powers and Zombies (Or other monsters)
 * RPG**

Razovor (2) Murska (2) Imperial Psycho Forza Fiori
 * People to take revenge on in TW at some point.**