Alright, you might laugh at me considering my horrible track record with these things, but I'm considering a new RtD. There are a lot of faults with strategy RtDs, so I'm ruling those out for the time being till I find a better method of dealing with them and keeping track of all the numbers - which is probably going to require me to
bootleg acquire Microsoft Excel - and restart on a fresh foundation.
So, this leaves me with a few ideas.
A) An experiment in narrative storytelling. In this RtD, the players are the characters of a story being told to a young child, telling of fantastical events - here's an example of what it would look like in the spoiler below.
This would be extremely easy to maintain and be a very interesting experiment in storytelling, too
2. A partial reboot of RtD Fantasy. After reevaluating the story, I think rebooting from the current position is a bad idea, and that a better method of rebooting the story is to actually go back to the original plan that was seen up to the area I rolled back - if so, I could easily kick the story back off and create an entire new plotline on the fly.
III - a total reboot of RtD Fantasy. In this case, I'll keep the story I have planned and just try and roll again from the very start. This is harder to do than the alternative, but once I've gotten the ball rolling on the plot again it should get easier and stay making sense...however, I think option 2 is more likely, since I can make the plot work better and adjust quite a few things to keep the setting fresh and hammer out the faults of Fantasy...but I could possibly do the same to the original fantasy plot to remove all of its most glaring faults.
Four : Fire up the engines on RtD space. This will require a
ton of time to finalize the equipment mechanics and all that jazz, but the result would be a seven player space RtD where the players are the officers of a starship, at first controlling only one crew member but later expanding up to control an entire department as the players earn new vessels and equipment by progressing along the campaign. In this story, there are three storylines based on the faction the players pick, listed below. Some things are still being adjusted, but the overall plot is set and just needs fleshing out.
The United Earth Coalition campaign puts the players in the service of the homeworld as members of the Coalition Fleet, a ragtag navy comprised of the space fleets of all the major Earth nations integrated into one centralized command in response to the surprise attack on Earth by the Mars Federation after they declared independence - whilst Earth has more industrial capacity and greater shipbuilding potential thanks to its substantial population, no any one nation can match the colonies combined - and the forces of the newly formed Earth Coalition are readying themselves to take back the colonies, starting with the rebel states on Luna that had followed their Martian brothers in seceding from their mother nations. This campaign will feature a wide variety of missions both in space and on ground, plenty of combat and political intriguing to determine the future of the United Earth government, and the players will start in a lowly frigate equipped with old weapons and equipment, ready to be given their first assignment and eager for vengeance for friends and family killed in the unprovoked attack on Earth...
The Mars Federation campaign has the players fighting for independence from the tyranny of Earth, newly enlisted into the Colonial Navy and manning a new generation of warship designed and equipped by the scientists of the Phobos Academy, the finest minds in the solar system and loyal to the dream of independence and self determination. Following a series of suicide strikes with multi-megaton bombs on the Canaveral Shipyards, Baikonur Cosmodrome and the EuroStar Slipways to cripple the Terran fleets in drydock, the rebels have the initiative...but the Coalition is bloodied, not broken, and the Martians and their allies will have quite a fight in store if they are to truly be free from Earth. This campaign is more freeform, as Olympus Command favors a looser control of its independent captains, preferring to give them directives to achieve rather than proper orders - these can range from commerce raiding, installation assaults, minelaying and scientific missions involving strange relics from the depths of Mars...
The Corporate Campaign is about life past the asteroid belt, where the laws of Mars or Earth are a long way away, a place where daring captains and their crews can earn both fame and fortune as independent mercenaries and security agents..and who knows what things might lurk at the dark and cold edges of the solar system, unknown by the eyes of civilization?