Aside: Plenty of things, but I don't have specific ideas for most of them. Ahem.Well, I haven't run anything that went all-in on weird fantasy lately, or ever. The closest I've come to that is the MK ULTRA one-shot I ran as a Christmas special one year. There's also this one game I've mentioned, on and off, wanting to run for about five years now: Noumenon. For pure weirdness, there aren't many games that outrank Noumenon, to my knowledge, though Itras by gives it a run for its money. This crystallized for me today thanks to a phrase written by someone who hated the Georgia Renaissance Festival: Enchanted Demon Festival. What can I say? Inspiration comes from the strangest places. All by itself, Enchanted Demon Festival is an amazing and awesome idea for a Halloween party or one-shot LARP!
I want to combine all of these weird sources of ideas with my substantial supply of Dreamblade minis. I've wanted the minis to do more than gather dust on a shelf for a long time, but as you see from that second link there are some major tonal rifts between Dreamblade and the games I'm running. For what it's worth, I'm also about to have a whole shitload of Reaper Bones minis, and I'd like to make sure I can use those.
The Demon Dreams
System: Heavily hacked 4e - the classes and races are barely relevant, but the structure and dynamics of powers are central. The powers available to each player change pretty often; it's important for the math to stay easy to handle on the fly.Concept: The players are dreams given life, sapience, and something like stability, thanks to a seismic shift in the landscape of dreams. Now that they have an independent reality, they begin to explore the dream-world around them, where they clash with others like themselves. Once they have gained a certain familiarity with how the world works, a city begins to form within the dream-world, a neutral ground where dreams can meet and trade without (as much) fear of violence. An NPC ruler rises to power among the dreams of the city, and the whole place becomes increasingly like the city of Sigil in the Planescape setting. Still later in the game, creatures of something other than dream enter the dreamlands - fey lords, cosmic entities, angels, and gods.
All PC dreams spring out of the same Sleeper, and the players cooperate to protect and strengthen him or her (typically represented in the form of a shared holding like a castle or tower). Over the course of the campaign, the players learn the bizarre secrets of the dreamlands, including ways to transform themselves into the forms taken by other dreams, changing their outward forms and capabilities so that they can tackle a wide variety of challenges. Ideally, figuring out the system would be interesting in itself. Much of the game revolves around the same kind of surrealist exploration as Noumenon. There should be tons of room of new and weird revelations, such as the nature of the players' Sleeper and the Sleepers that enemy dreams come from.