Roots: Prohibition-era and gangster fiction.
Premise: It's 1926. Chicago. Prohibition's in full swing and lots of people are taking advantage of local speakeasies and dives to fulfill their insatiable thirst for whiskey and gin. Socialites and hayseed folk alike take part in the bounty of successful rumrunners and continue to search for the next glass of the ol' umber syrup. You are one such band of merry rumrunners, staking your claim under one of the local cafes called the "Fleur De Lea." All around, gangsters and rival runners try to halt your progress and take your rum for themselves. It'll be a long few years...
Branches:
-Sessions take place in very separate timelines. One session starts things off before prohibition sweeps the nation, with you guys being part of a crew of miscreants in the employ of a powerful entrepreneur named Albert Wisely. Your job's to "buy out" the competition in the risky trade of alcohol and, to a lesser extent, opium. The next session would be during Prohibition, with you guys taking part in a raid of one of your competing establishment's distilleries. The next would be fending off policemen when your operation is found out, etc.
-You've got to talk in 1920's period slang. No real reason, it's just funny.
-I'd do a spit more research on Prohibition-era customs and lifestyles to give the game a more authentic feel. There'd be car chases, heists, raids and shady deals aplenty though.
-Thompsons.
Canopy: I got in the mood for a gangster game and I think it'd be a lot of fun to just mess around with Mafia-folk, bootleggers, and Cajuns and junk. Plus, you could wear a Pinstripe suit and nobody'd care.
Sunday, August 12, 2007
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4 comments:
That's a cool idea. I think you should definetly look into it. We haven't really played any vintage style games so I'm on. Not to mention you've yet to run a "futuristic" game yet. It could all be very interesting.
-Kyle
Man, the 20's have got to be one of the coolest periods in American cultural history. Fashion, media, literature and music. The Great War has come to a close and everybody is living it up thanks to the boosted economy. Until 1929, that is.
This would be very successful with players suitably enthusiastic about the period. A brief list of slang and such would be a great thing to put on the intro handout.
Of course, than you look at the track record we've had with historical role-playing. The trend usually is one strong opening session and then downhill from there.
Good thing I have a passing interest in period slang then.
I've realized why my games usually fall flat, at least most of the time. (Warcraft is an exception, and I'll point out why.) I'd actually be writing a story behind this, and while I wouldn't railroad you guys into following what I've written, I'd keep the game notably confined to the limits of the narrative. This would concentrate the focus on completing the story and reaching the resolution, and bring some memorable quality to the game. You'd hopefully remember the game because of what happened in the story, along with whatever humorous or interesting events took place due to player intervention.
I <3 the twenties. I think this sounds really interesting to me, and it could be a lot of fun and it'd be something we wouldn't have to drag out. And, hellz yeah I wanna wear a pinstriped suit.
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