Part of me hates doing this sort of "I have multiple ideas" thread, but I can't quite make up my own mind, so it's probably for the best. Lets me collect at least some input on things, before just running. I'm thinking of trying to get an RP going, but I'm not sure which option to pursue, so I'll put a few up here for perusal. So, without further ado, a few options. Magical Girls This would be a rehash of something I tried to do with some dice-based mechanics that just didn't go well at all. It would also be me retreading (and possibly expanding upon) familiar ground, as I use old campaign notes from a game I ran over chat some time ago. The basic premise is a setting similar to Mid-Childa from Magical Girl Lyrical Nanoha. Advanced magic and technology are flourishing, and there's a TSAB-like magical military. One ened not actually be a girl, whether due to age or gender, to take part, of course. But given I'm stealing heavily from Nanoha, it's still "magical girl" in genre. The PCs would be members of a combat mage team tasked with investigating strange events, and later fighting the invading alien force behind them. The general focus of things would be a mixture of scenes on and around the base for more slice of life shenanigans or interacting with NPCs, and missions where you go out and fight, investigate, and otherwise advance the plot. ...Not that plot advancement may not also happen during the more downtime bits, as well. Getting into a little more detail, the setting is kept intentionally vague because, uh, it's easier for players to fit their characters into it. Yeah. Totally not because I'm not always the greatest about detailed world-building. but really, if you've seen enough Nanoha, you probably know exactly the sort of place it is. Space and dimensional travel via big spacecraft is easily possible. There's probably at least one ancient empire of legendary lost magic and technology. Mages are generally categorized along broad lines of Knights who primarily focus on melee combat, and Mages who focus more on ranged magic. Most characters would be assumed to have some sort of Armed or Intelligent Device for channeling their magic, a Barrier Jacket (i.e. magical girl outfit of some description) for defense, and so-on. I would suggest focusing character abilities along a single theme of some sort, and probably limit everyone to a fixed set of spells or abilities. I'm not quite sure how to break that down, yet, though it'll probably be a mix of commonly usable things and a few big "finisher" type attacks. And, now, what I can do to elaborate on the setting: Recently, exploration ships have been attacked by a previously-unknown enemy. Whether this threat was coming, or they'd just been unfortunate enough to kick a hornet's nest, they were met and destroyed by a horde of bio-mechanical horrors which has continued to press onward, sewing terror and destructing in its wake. Samples recovered from wreckage of enemy craft have been recovered, leading to two interesting discoveries: markings bearing the word BYDO, which has since been used to identify the entire threat, and an ability to somehow subvert and assimilate technology and living things. In addition to your usual tasks of defending the peace, your mission is as follows: Blast off and befriend the evil Bydo Empire. Pros: I've got a lot of notes, NPCs, and so-on already prepped, so it'd be easy for me to run and keep going. Still plenty of room for character development and shenanigans. No dice or other bullshit this time, just writing. Cons: Probably the most rigid GM and players approach of the options I have. Hardly new material for me (which is good and bad?) I legit don't know how best to handle things like combat when dice aren't a thing. If I run this in chat, I'm running it using Mutants and Masterminds. Absolutely full of shameless STG references. (totally not) Ace Combat Take a near-future Earth, add plenty of airplanes, and a conflict most reminiscent of Ace Combat 3, in which a rogue megacorporation starts a major conflict. The actual structure would probably also be a mix of missions and character interaction when not on missions, come to think of it. Some elements will include: any and every kind of jet aircraft being available to someone, regardless of national origins. Some scifi elements, such as more advanced (or semi-fictional) aircraft, not to mention giant superweapons. There will probably be an excuse to run teenage pilots, of one sort or another. EMA Corp, a powerful megacorporation focused on advanced medical and military technology, has recently declared its independence from all world governments, and began a war to establish dominance its local territories. Their advanced military technology, particularly in the field of aircraft development, led to an early lead in battle, and several early victories. Experiments in gene therapy and cybernetic augmentation have also borne fruit in the form of a cadre of "human plus" pilots, all of whom are young children or teenagers, and fiercely loyal to the EMA cause. Pros: Jet porn. Fairly fleshed-out setting. Probably going to be more of a collaborative effort, one way or another. Cons: Special snowflake NPCs. I definitely do not have a plot planned out from start to finish, here. Not sure too many people like jets. Cyborgs and...stuff A world is torn by war and alien invasion. Cybernetically-augmented soldiers are the best bet for standing up against the alien threat. The war, however, is likely to be a bit more of a backdrop for character interaction military-flavored slice of life, and exploring the sort of transhumanist issues inherent with the whole heavy cybernetic augmentation thing. I'll likely be taking a lot of inspiration from the likes of Strike Witches, Sky Girls, and Kan Colle. The setting is likely to lean toward Ace Combat's Strangereal, or a similar not-really Earth sort of world that is mostly familiar, even if the continents and political factions are different. I'm terrible with names, so absolutely none of the major nation-states have them, but I'll give a bit of a breakdown. There's a sort of Not-Belka German/Russian - flavored country that while technologically and industrially strong, has been hit particularly hard by the invasion. They're fighting desperately as a major front line, and have developed a lot of the recent advances in combating the alien threat, but are far from the kindest place to live. Probably the go-to area for amoral human experiments, etc. Their tech may be more utilitarian in nature, prioritizing function over form. There's also a major megacorporation of sorts which is all about high-tech, sleek, and futuristic designs, and probably blatant not-Japan and not-America areas. Plus whatever else one might want. Really, things are pretty open, and a major aspect of it all would be getting a setting fleshed out. As far as the alien invaders go, they're heavily modeled after the likes of Neuroi from Strike Witches, JAM from Yukikaze, and WORMs from Sky Girls. They just sort of appeared one day, and most anything humanity has encountered from them are giant war machines of impressive power and often unusual design. Smaller, more humanoid troops are a recent development to counter the forces arrayed against them. The aliens set up hive-like bases, which churn out a miasmatic mist which spreads across and chokes the land, slowly transforming it into an eerily beautiful and deadly landscape of metal and crystal. People exposed to the mists without protective gear eventually die, with their bodies beginning to crystallize, or simply deteriorate. Removal of affected limbs or organs and subsequent cybernetic replacement is the only effective treatment, at present. Most alien monsters have some sort of core which can be exposed and destroyed, killing them quickly and efficiently. Upon death, a monster disintegrates into shining, snow-like fragments, which will themselves sink into the ground and can produce lower levels of toxicity similar to their mist, requiring careful clean-up after battles. Pros: Definitely the most collaborative, both in terms of storytelling and putting the setting together. Cons: That whole "most collaborative" thing may mean falling into sandbox game problems. And there's the bare-bones summaries. I can do my best to write up detailed pitches if anyone's interested in hearing more about any given option. Some things are likely to be common themes and things, so I'm rambling about them here. Adult themes and situations are possible, although none of these will be about RPing smut. If you want to do that with your characters for some reason, you'd have to take it elsewhere. Since characters shouldn't be created in a vacuum, I'd expect some level of discussion between the players on the sort of characters they're making and how they might interact. Pretty much all of these options assume the PCs will know each other in some capacity beforehand, but even if you want to start as an outsider or newcomer, you should have some ideas on how you'd get along, and so-on. And finally, it's possible I could run any of these as a chat-based game. However, particularly for things like the magical girl option, I am likely to use dice mechanics and actual game rules of some sort of I do such a thing. On the plus side, I'm pretty good at running a chat-based game and keeping it going. On the downside, the schedule I set may not please everyone.