THE EMPIRE CLUB Campaign [ WIP ]
It is the year 1889. The British Empire is at its height. Steam runs everything. The sun never sets and all that what-not. It is an age of invention, adventure, and maybe even the the supernatural. The Adventurers often find themselves hired by members of the Empire Club--one of the Adventurers may even be a member themselves--to undertake missions into the less than civilized regions of the world to find some mysterious artifact, document some strange phenomenon, or to investigate a previously unknown people. They may need a steam-powered airship or automobile to get where they are going, though getting to the end by foot is always a necessity. And of course, everything always goes to plan.
THE EMPIRE CLUB is a Victorian Age steampunk campaign set at the height of the British Empire using a modified Mongoose Traveller 2E system. Members of the Empire Club are the wealthy, influential, and often aristocracy of society who have nothing better to do with their free time and money than to sponsor Adventurers to dangerous and uncivilized remote parts of the world. The Adventurers are just the sort of people the Imperials--that's what members of the Empire Club call themselves--are looking for with their can-do determination and quick-witted ingenuity, or at least they are willing to put themselves in danger for very little pay.
Are you just such an adventurer?
This campaign is a work-in-progress with an unknown start date, at least several months if not a year, as conversion and development takes quite a bit of time. Also, I am determining if I want to include the supernatural a la The League of Extraordinary Gentlemen, which is a very good example of the feel and tone of the campaign.
Are you just such an adventurer?
This campaign is a work-in-progress with an unknown start date, at least several months if not a year, as conversion and development takes quite a bit of time. Also, I am determining if I want to include the supernatural a la The League of Extraordinary Gentlemen, which is a very good example of the feel and tone of the campaign.
HOUSE RULES:
Almost every game has at least one house rule. THE EMPIRE CLUB is no exception.
Almost every game has at least one house rule. THE EMPIRE CLUB is no exception.
- PLAY: RESPECT. Please try to respect the other players and try not to speak over each other.
- PLAY: MY WORD IS FINAL. I am very easy going, so when I make a ruling, I have thought about it. But, we all make mistakes. If you disagree with a decision I made, save it for offline so everyone can continue to enjoy the game. I am reasonable.