Okay, my submission for the next game is the Lone Wolf RPG. As mentioned in IRC, this is basically an RPGing of the long running gamebook system (over twenty in the series). I chose this game for two major reasons:
- The Lone Wolf series was a major part of my life when I was growing up, probably only exceeded by the alumni of Xavier's School for Gifted Youngsters and
- This is probably the simplest RPG system I've seen to date that I still consider an RPG system.
The world is the final battleground between the gods of good (which include Kai and Ishtar) and the god of evil (Naar). Literally every other world has fallen one way or the other, and this is the only world where the conflict is still ongoing. When the world finally get's taken by one side or the other, it will give the victorious side enough of a 'critical mass' that it will be able to re-engage the other in a winner-take-all battle for the cosmos.
So that's the metaplotty backstory, now on to the brass tacks. The world is fairly standard RPG world fare. Tech is approximately medieval Europe level, which occasional examples of Renascence level technology (specifically the Guns of Bor and air-ships/blimps). Magic exists but is fairly rare beyond the various magi brotherhoods (which you can play as).
And the country of Summerlund is in a state of (currently cold) war with The Darklands, a massive wasteland that is totally controlled by the forces of Naar. There hasn't been outright invasions in centuries, but the fact that hideous creatures of evil sometimes cross the border and attack villages keeps the Knights of Summerlund and Kai Lords, as well as other heroes busy. And this ignores more subtle attacks.
The available classes are:
- Kai Lord: The forefront in the fight against the forces of Naar, these lords possess special skills and abilities taught to them by the god Kai.
- Border Ranger of the North: A valiant soldier of the realm of Sommerlund, specially trained to protect his people and the peoples of other lands for whom he may be especially commissioned to defend.
- Brother of the Crystal Star: A student from the Magician’s Guild of Toran in Sommerlund, learning the greatest magical secrets available to the mortals of Magnamund.
- Dwarven Gunner of Bor: A highly-trained and able soldier with a tradition of mercenary work, he often can be found wandering far from his homeland to profit from his skills in the world beyond his mountain domain.
- Herbwarden of Bautar: A druid and priest of nature, he possess abilities and special knowledge which has helped him and his brethren to transform their land into a rich and bountiful paradise.
- Ice Barbarian of Kalte: Naturally accustomed to some of the harshest living conditions to be found anywhere in Magnamund, the Ice Barbarian has become an extremely hardy and resilient hunter-warrior. He is counted among the wildest, strongest and most effective fighters of Magnamund.
- Kloon Sage of Chaman: Learned in many thousands of subjects and willing to share his knowledge with anyone whom he deems to be deserving of it, the Kloon sage is tasked with accumulating and protecting the wisdom and knowledge of Magnamund for the benefit of future generations.
- Knight of the White Mountain: His strength of character is legendary, as is his efficiency and trustworthiness. This justly proud elite warrior lord of Durenor has a well-deserved reputation for being steadfastly honest and courageous. Just don’t expect him to laugh at any of your jokes!
- Magician of Dessi: One of a new breed of sorcerers who is destined to adopt the mantle of the Elder Magi, the Magician of Dessi has access to the purest forms of ancient Goodly Magic.
- Buccaneer of Shadaki: Generally, Shadakine seafarers are an honest breed who work the winds and sail their coastal waters in search of fair trade and adventure. However, there are some among them who are notoriously black-hearted brigands. Their thirst for blood and profit makes them the scourge of the southern seas.
- Sommlending Knight of the Realm: One of the staunchest defenders of Sommerlund, the Knight of the Realm is a brave and noble warrior, as well as a skilled leader of men.
- Telchos Warrior: A primitive and fierce female warrior who has gained supernatural powers through her worship of, and selfless devotion to, the Goddess Ishir.
- Vakeros Warrior-Mage: Trained especially to fight and kill Darkspawn, the Warrior-Mage of Dessi is an elite member of a unique clan of gifted battle-magicians. He has been charged by his demi-god mentors with the protection of their wondrous jungle domain.
Of the above classes, the only one I have strong reservations about allowing is the Kloon Sage of Chaman. One of their abilities is to instead choose an ability that one of the other players have, which in a group as small as ours limits versatility.
Non-combat resolution is very simple. You just roll a d10 and add any relevant bonuses against a target number of the GM's choosing. There is a function in Chessa (who will be invited back should this game be voted for) to make combat a breeze.