The Tuesday Knights have been going steadily for almost seven years now, and in that time the two most consistent campaigns we've played - until the current Heroes & Other Worlds game - were Pete's Top Secret/S.I. and Meredith's World Of Warcraft.
Both of these lasted almost a year, but our Heroes & Other Worlds game has sailed through that barrier and doesn't look as thought it's stopping anytime soon.
I've spoken before about how I suicided most of the campaigns I'd run for the group, which is why I stepped away from gamesmastering and let others take up that mantle.
But I'll confess I missed it, so was delighted when Pete floated the idea of sharing the gamesmastering on the campaign idea he'd come up with (a fantasy game set in Cidri, the world described in the old school Into The Labyrinth: The Fantasy Trip game, which eventually grew into our Chronicles Of Cidri campaign).
But if Pete had suggested that, what would I be running now?
I've been thinking about this of late, not with any idea of switching systems as everyone is well invested in Heroes & Other Worlds, but primarily as sources of inspiration.
(1) BEYOND THE WALL & OTHER ADVENTURES: A classy, streamlined, retroclone of old school D&D, with a delightfully simplified magic system, the element that makes Beyond The Wall such a source of inspiration is it's communal character creation system.
This isn't a game you can switch a campaign to in mid-stream as you'd miss out on the best part of the game, the element that creates the building blocks and gets over the clichéd D&D party of dependent-free, orphan murderhobos.
Beyond The Wall, now expanded with its Further Afield supplement, is certainly the closest of these discoveries to the 'vanilla' fantasy worlds I like to run; my theory being you can always inject a bit of "weird" into a vanilla setting, but in the games where the dials are constantly turned up to 11 for weirdness the weirdness itself then becomes the everyday and eventually nothing special or out of the ordinary.
I'm pretty certain that had Pete not proposed The Fantasy Trip (which evolved into Heroes & Other Worlds), we'd be playing Beyond The Wall now.
(2) FAR AWAY LAND: Essentially the Adventure Time roleplaying game with the serial numbers filed off, complemented by an ever-growing mountain of lovingly-crafted support material. How many small, indie games systems can boast their own cartoon series and a dedicated podcast?
One of the great selling points of FAL to me is the simply d6 mechanic that powers the rules engine. As much as I love my funky polyhedrals, there is something very welcoming about games that just use a single die type (especially when it's a d6) as it, usually, implies the rules are very easy to grok.
FAL is also, kind of, a retroclone as it shares many themes and ideas with the original D&D game (much like Adventure Time does!)
(3) INTO THE ODD: Another wonderfully simple rules set, the mechanics only take up a handful of pages in the slim core game book, with the rest dedicated to helping gamesmasters - and players - capture the essence of the decaying, rundown, murky world the game is set in.
Elements of Victorian decadence and decline merge with post-apocalyptic depression to create a world that is at once familiar and entirely original.
The game is also driven by a unique and tight rules system that makes character creation and explaining the mechanics a doddle, allowing more time for the players to get a handle on the world and its weirdness.
Both Into The Odd and FAL definitely fall into the "all weird, all the time" camp, which I'd have no problem with, but I think some of the more staid members of The Tuesday Knights might find these settings harder to buy into.
And, to be honest, we only get to game once a month, for a few hours, and there is a general resistance to my attempts to "role play" sub-plots and side-adventures online (between tabletop sessions), so I might as well stick to a system and setting that everyone can get their heads around while we're at the table.
At the end of the day, it's all about keeping the punters happy and coming back to our monthly games' nights.