
As the title says I plan to run a game that is to last between 3-4 sessions. Though if it goes well and part of the group wants to start another quest then we can work out those details. Each mission/quest would be self contained though referencing the same world and past actions and prior NPCs. Enough of that for now though. I have 3 ideas that I would like to share and would be equally happy to run any of them. All that I ask is to be able to commit to this short time frame for each session block. Leaving at the end is easier to right out of the story than planning out a long and elaborate adventure and losing half the players by the 4th session. This is a lesson I've learned after spending enough time on Roll20 is commitment issues of many. Also please consider the length of the write up has no bearing on how much detail I put into each game, just that the synopsis needed to be longer. Legend of the 5 Rings 4e - Firstly I have all but the Book of Water and Secrets of the Empire, so elements of those books I would not yet be able to include. As for the game idea they are magistrates of different clans sent into the Crab Lands in an attempt to find a potential blood sorcerer. There have been to many disappearances, livestock murders, entire fields of crop failures and other strange events to be anything other than that. Though the local Crab lord Hida Myomoto has proclaimed nothing is wrong and it is all just exaggerated lies by his rivals and enemies to disgrace him. Other stories that come off of this one determines how well they handled themselves. Did they discover the blood sorcerer, did they find the actual one and not a dupe set up to take the fall. Will they have to redeem their honor or hailed has heroes across the Empire and asked into ever dangerous situations. Shadowrun 5e - I only have the core book for this game to chose character options from. The basics of the story is they would have to get an agent who got out of one company to the drop off location to be picked up at another by a different corporation. Old allies and contacts become enemies as the corporation pays them to get their agent back for them. Intrigue to get them across the city before it's to late. Other stories that come off of this would be based around if they succeeded in getting the agent out, if the agent was killed or recaptured. Numenera - I have most of the books from DriveThruRPG for this as well to have character options from. Their employer has believed he may have uncovered from the earliest texts of the Ninth World of the supposedly first human settlers back on the home world. You would be given the tools needed to track down this supposed source, but he warns you other agencies and groups would want to ensure what is lost, stays that way. Others would want to claim it for themselves. Success would forever change the Ninth World, failure would potentially send humanity into a dark age that it probably would never recover from. Future stories if successful would be changing how the Ninth World is perceived, knowledge and understanding returning in leaps and bounds as the old becomes new and understood. If they failed it would be battling to recover such knowledge to prevent a rising darkness, or in the worst case ensuring that the light of knowledge is not put out forever.