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  • I ran a game of "Index Card RPG" with the setting "Blood & Snow". The setting includes an adventure seed where Cavemen have to search for ancient relic pillars every generation to stop an Ice Age. I never told my players, but in my mind we were playing a Warhammer 40k game and this was a world a space marine chapter used to recruit those who were strong enough.

  • I have this big-ass Shadowrun campaign I designed and wrote up backstory and shit for all the big players in it but nobody in my group wants to play Shadowrun so they haven't even discovered the surface level lore. 🥹

  • Modern day sci-fi game. None of the players created a combat-capable character, but they all kept trying to solve their problems with violence. Eventually I gave them a meatshield NPC (Ed First) with fast healing, because he was a clone. And he needed it - "Another botch on your firearms roll? I guess you shot Ed again."

    If they had ever asked "Hey, who's he a clone of?" things might have been significantly easier for them. Because the answer was the main villain of the campaign, who wanted to genocide the human race and liked to lock his devices to his specific DNA.

    • Love this. I've never had a reason to do anything like this, mostly because i tend not to have villains in my campaigns.

  • The unnamed Galtian gnome merchant who exists as an excuse for me to use an outrageous mockery of a french accent is just one of a group of unnamed Galtian gnomes who escaped slavery while it was under Chelaxian rule and adopted a range nomadic lifestyles.

    Admittedly the backstory just an excuse for me to continue using an outrageous mockery of a french accent in future camapigns that don't take place in the current town.

  • "Players, what obscure lore has your GM just discovered?"

    It took 2 years and a player pointing out that the main cult in the scenario was a white supremacist cult.

  • Steampunk game in a kind of post-fantasy world, players run a small airship Firefly-style. They have a psychic encounter fairly early on with a kind of hive-mind community (the "Communion") that I style as a kind of massive unmoderated chat room. They basically trip over it as part of another mission, and get overwhelmed by the deluge of information; but each come away with a "gift" of knowledge they can use to learn specialist skills without spending time learning from a master.

    Nobody has ever heard of this group, but they pick up a few long-term passengers who had the same experience, and want to work for passage up north to join Communion long-term. Aside from these passengers, they largely forget about Communion, except for a few times when a hostile power has tried to enter their minds - then they were able to freely spend points to buy additional mental defenses, which I described as an external force reaching out to cover them.

    As they slowly wind their way north, they begin hearing bits and pieces about small towns at the northern border of the Empire falling to what the Imperial news calls "brass walkers" - things that were once people, but are now festooned with bizzare machinery. At one point they hear a firsthand account of a noble's manor falling to them - after some of the hired help unbarred the gates!

    Eventually their passengers decide they've arrived, and the crew drops them off. The PCs also end up meeting a few members of Communion in-person, and the players immediately bond with them - it's essentially a psychically reinforced mutual aid society, which is catnip for my group. So when the local Communion community gets rounded up and disappeared for "insurrection", the PCs immediately set to work tracking them down and freeing them before they get shipped off - and before the Brass Walkers that have been spotted approaching reach the town!

    They get their Big Hero moment, free their friends in the nick of time, slip past the Imperial Air Navy moving in to smash the Walkers, etc. It wasn't until later, when they were being interrogated by a third party, that it was pointed out to them - Walkers tend to move in force where Communion members are threatened. And a lot of the gear the party gadgeteer has been coming up with seems to use the same ideas as the Walkers' tech. One of the PCs was even remaking himself physically in a manner very reminiscent of Walker design! They don't call themselves Brass Walkers, of course - you always have to be mindful of Imperial propaganda! But some members of Communion do remake themselves physically more than others, just as my player is ..

    TL;DR: Benevolent psychic hive mind that helped the players early on turned out to be steampunk Borg; revealed after one player took the first steps to self-assimilation!

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