Warhammer Fantasy Roleplay 2 or 3rd edition
I'd be interested in running a WFRP 2e game. I've got a pretty big Warhammer library and it would be great to finally get some use out of it.
I have a number of campaign models in mind, so let me know which sounds most interesting to you. If you're inclined toward more than one of these, you could number them from 5 (most interested) to 1 (least interested), so I can tally all the interested players' ratings to decide on one:
Wolves to Men. The PCs were all part of a lord's levy, recruited (willfully or otherwise) to serve in his army in the glorious war against the Lord of the End Times and his Chaotic hordes in the eastern Empire. However, the war ended before your army could reach the front, and now you've been disbanded and left to your own devices to find your way home across the devastated countryside -- assuming you even want to go home. A hexcrawly sandbox game set in 2nd Edition's post-Storm of Chaos setting where you can pursue your own goals or just try to make your way across the country, encountering all manner of events and unpleasant surprises.
The Hexeners. As the hired agents (or apprentice) of a wizard of the College of Wizardry in Altdorf, the PCs hunt down monsters for rare organs and reagents to bring back to their master to use in the pursuit of his Great Work. At least, that's how it begins... With equal parts research, information-gathering, travel, exploration, cleverness and fighting, the PCs will also be able to sell/fence the other goods they loot from their foes.
Counts of Wassertief. Urban adventure, in which the PCs are residents of one of the larger cities in the Empire (or perhaps Marienburg), hiring themselves out to a variety of factions vying for power in the city -- or else, they may form a faction of their own to pursue their own goals. PCs' successes or failures will result in shifts of power and losses or gains in faction territories, all happening amidst the regular run of urban misadventures.
Pyrates! The flotsam and jetsom of the Old World and beyond rub shoulders in the anarchic alleys and taverns of Sartosa, the Pirate Isle. Through misfortune or black intent, the PCs are among them, trying to eke out a fortune or just to survive amid such bad company -- though one must need involve the other. Learn to swim with the sharks or end up chum in the water. The PCs can try to join the crew of a ship or acquire their own, and navigate the brute politics and savage waters of the Warhammer World.
Dredging the Depths. Following the promise of salvaged loot, the PCs have come to a ruins to engage in plunder and skullduggery among others of their kind. Whether it be in the half-forgotten history of the Time of Three Emperors, after the destruction of the damned city of Mordheim; or in the End Times, plundering the broken halls of Karak Azgal. This contains elements of "Counts of Wassertief" combined with an old-school dungeon crawl in which PCs can delve into the ruins, do some exploring and fighting, and return to a surface settlement to replenish their supplies, sell their services, hire henchmen, rest and carouse before returning to the depths for more.
Let me know what you think! ^_^