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Old 01-01-2018, 12:09 PM
tsofian tsofian is offline
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Quote:
Originally Posted by cosmicfish View Post
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Second, introducing antagonists introduces one giant problem: someone else knows the location of Prime Base. If it is an entirely contained group (a cult that is sheltering there, miners who come across it by accident, etc) then there is a chance to eliminate the group (who therefore had better be uniformly hostile and worthy of execution!) and preserve secrecy. But if it is occupied or discovered by Krell or some other decent-sized group with communications, then the group finding PB is almost certain to be followed by the group abandoning, destroying, or otherwise losing PB. So if you want to include a group, go ahead and ensure that it is self-contained.

Personally, I like the idea of Morlocks. Perhaps some time after the war, some group got into the base, got trapped, but found a way to survive (emergency facilities, rations, etc.) and continue through several generations. The team is now contending with a group that considers the base their ancestral home, outside a religious concept, and actually knows the facility. Make them suitably awful, though.
Morlocks might work. I see a number of ways that other searchers would not develop into the situation you describe. They might not know where the base is, but are willing to follow a hunch that the players' party must be headed to some serious treasure and follow them. The "antagonists" might actually not be bad guys, maybe they are the kind of people the Project would hope to recruit.
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