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pmulcahy11b
04-11-2012, 03:45 PM
Has anyone gone completely nuts and inserted a T2K group into, say, the Revolutionary War, or the Civil War, or the Napoleonic Wars? Someplace they'd definitely have a technological advantage, but perhaps not too much, and where they might have to decide what side they're going to fight for?

The closest I've come was when I put my T2K players into the AD&D Giants series of modules. I've described many times before on this board, but suffice to say that the T2K PCs were "king of the mountain" until their ammo was running short...

Well, this may count too. The PC group were lost in a snowstorm in the Alps, and they ran into a group of Neanderthals who took them in and got them out of the cold. Much knowledge and items were exchanged, and the PC agreed never to reveal the presence of the Neanderthal band to anyone else. And they didn't.

TicToc
04-11-2012, 04:05 PM
Yes, it wasn't T2K (rule set) and it was almost 10 years ago, but I put a platoon of Marines in to an alternate history timeline circa 16th century. It was great fun while it lasted. I had all active duty military playing, and all very strategic minds. They planned and schemed their way into a small territory, then had to fight the powers of the day and found out that quantity is a quality all its own. I had plans to eventually play into a scenario where they were running a decent sized empire based on science and militarism then to introduce an American Carrier group into the timeline from their original home and see how they would deal with that.

weswood
04-11-2012, 04:13 PM
I once put an AD&D party into a Wild West setting. They didn't like the guns....

pmulcahy11b
04-11-2012, 06:48 PM
I once put an AD&D party into a Wild West setting. They didn't like the guns....

In my weird daydreams, I imagine a setting like that. The female PC is sitting alone on a barstool and is repeatedly pestered by a nasty-talking rogue. He keeps it up -- until suddenly he's staring down the barrel of an Automag...the room gets quiet, except for a few muffled "what the hell gun is that"...

Adm.Lee
04-11-2012, 08:54 PM
I have fun with that in Space:1889. The Earth forces are at 1889 technology, plus a few wacky (and unreliable) inventions, while the Martians are about 16th century... plus a few wacky (and unreliable) artifacts.

The challenge, to me, is to find ways for the low-tech forces to generate advantageous situations to win. In miniatures games at conventions, I am so far 6-1 as the Martians.

raketenjagdpanzer
04-11-2012, 10:44 PM
There's a couple of sections in the AD&D Dungeon Masters Guide that cover putting your AD&D game in Gamma World (Mutants & Magic) and Boot Hill (Sixguns & Sorcery).

There's also this gem of a story. (http://www.popularmechanics.com/technology/digital/fact-vs-fiction/rome-sweet-rome-could-a-single-marine-unit-destroy-the-roman-empire)

Bullet Magnet
04-12-2012, 07:26 PM
The closest I've come was when I put my T2K players into the AD&D Giants series of modules. I've described many times before on this board, but suffice to say that the T2K PCs were "king of the mountain" until their ammo was running short...



I once tried to hammer out a D&D/T2K (v1) conversion. I got stuck trying to work out stats for giants. Those STA scores got crazy when I got to the larger giant types.