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-   -   About scenarios, adventures and campaigns (https://forum.juhlin.com/showthread.php?t=580)

Marc 02-17-2009 07:09 AM

Ei!
I don't know what is "Dark Angel"... I will whisper it to Saint Google...

Targan 02-17-2009 07:35 AM

Mmm. Dark Angel. Jessica Alba. She REALLY needs my phone number, poor thing.

Krejcik 02-17-2009 09:49 AM

When in doubt of an adventure: Zombie survival.

TiggerCCW UK 02-17-2009 10:39 AM

The first time my PC's ran across zombies it gave them a real shock. They were exploring an abandoned Soviet maintenance depot when they opened the wrong door.....

Mohoender 02-17-2009 11:05 AM

Quote:

Originally Posted by Targan
Mmm. Dark Angel. Jessica Alba. She REALLY needs my phone number, poor thing.

Unlike for Carla Bruni, you'll have to come after me Targan.:D

Legbreaker 02-17-2009 03:26 PM

Quote:

Originally Posted by Mohoender
2nd season is not that interesting (IMO).

Not! That! Interesting!?
It had everything that could be possibly needed - Jessica Alba! :D

Targan 02-17-2009 07:41 PM

Quote:

Originally Posted by Legbreaker
Not! That! Interesting!?
It had everything that could be possibly needed - Jessica Alba! :D

Right on brutha.

Mohoender 02-18-2009 03:45 AM

Quote:

Originally Posted by Legbreaker
Not! That! Interesting!?
It had everything that could be possibly needed - Jessica Alba! :D

LOL! I must have been out of my mind:p

Marc 02-20-2009 09:10 AM

Revolt.
 
The word "cantonment" used in Twilight:2000 admit a somehow freely interpretation by the GM and it could be an interesting point to consider as an adventure or campaign. In this same forum, the structure and the work of a cantonment have been discussed. For sure, in different parts of the world, the cantonment of military units would find different formulas. Even in nearly geographical areas, factors like the nationality of the troops and the civilian population, available resources, relationship with other neighboring areas (cantonments or not), personality of the civilian and military leaders, the previous ownership of weapons by the civilians, the presence of of possible external threats... etc. would produce important differences.

History is full of incidents which are directly related with the coexistence between militaries and civilians. That could be especially true if soldiers, for any reason, do not understand the idiosyncrasy of the local population, and they don’t care about it. In some cases, these incidents raised and evolved toward riots and open revolts which have become important chapters in the history of some nations. With the passage of the time, the nations usually tend to paint these incidents with political colors and terms like patriotism or national pride. But things often are simpler. Accidental deaths while trying to exercise extreme control of the population, starvation caused by an unbalanced distribution of the food with the soldiers, the nuisances of martial law, favoritisms towards the most loyal civilian collaborators, unnecessary humiliations caused by militaries assuming police functions, obligatory recruitment for an unpopular conflict… All this factors can build a potential explosive situation waiting for the spark.

So here’s the seed. It could happen in a small village (or a group of villages and farms) in any place you want. Eventually, the arrival of a military unit (national or foreign, at your choice) is considered by the inhabitants as a true bless against the danger of the bands of marauders or as a new hope to solve a long lasting conflict about land resources against a neighboring, aggressive village. The council or any kind of civilian authority makes a deal with the commander of the military unit. The details of the agreement are left to the GM (and the players if they can/must assist to the meetings).And a cantonment is established. At the beginning everyone seems happy with the deal. But situation gets worse with time… Then, apply any or some of the factors mentioned above to raise uneasiness among the inhabitants.

If played as a campaign, perhaps the GM will want to keep things “grey”, as real life. There’s no need to turn the campaign into a fight between good an evil. Nor the civilians neither the soldiers would be a homogeneous group. Inside the same group would be different opinions about the way the things must go. Some people just will want to survive the next winter. Others would look for their own benefit, regardless of all the rest. Others would have an ideal about how the things must be in the future and would fight for it. Elaborated NPC would be a great help. The GM could consider to restrict the availability of weapons to the playing characters to make the campaign more challenging (military authorities have restricted the access to small arms for the civilians, capitalizing the use of the force). Good, pre-generated NPC’s relevant personalities would be important.

If played as a single adventure, the GM could choose a more violent way to lead the villagers to a revolt. Secret meetings to make plans about how to get the weapons, rescue possible hostages and regain control of the village…

Mohoender 02-20-2009 11:37 PM

Hello Marc

As a starting point I'll use the true stories of villages I have lived in.

I) In the first village, a group of soldiers brutaly set up a form of cantonment. The commander and some of its troops (preferably the most brutal) take control of a small castle just outside the village. In the meantime, patrols and small units are dispatched to the village itself in order to control the population.

Civilians leaders are arrested (mayor, priest...) and brought to the castle serving as HQ. The main door in the cave has been reinforced and it serves as a room for torture (some of it is carried out only for the sadistic pleasure of the commander, some is carried out with true purpose). In RL that occured during WW2 and the door is still there.

Food is confiscated and the villagers are pushed to force labor, working all day for the benefit of the military unit. A few weapons have been hided by the villager but this is insufficient. However, stories have been known for years about a cache of military equipments that has been constituted several years ago in the area (at the beginning of the war, during the last war...). In RL that cache dates back to WW1; that's too old for our purpose but I'm sure you'll find a way. It's time to get a hand on them if the population wants to survive. Hopefully, everyone pretty much know of the aproximative location of this cache (and nobody revealed that already) because of a small spring which had been running red for years.

Several things are to be done, nevertheless:
- Meetings have to be organized without the occupying troops being alerted.
- The population must access the cache which is on the land of the castle serving as HQ to the ennemy commander. Something like 300 meters from the castle; enjoy:p .
- Finding the access door will need some heavy work as it is burried unnder woodland.
- What about the hided equipments? The spring running red reveals that at least part of it is rusting. It is also known that a fair amount of explosive and ammunitions have been hided there with the weapon and that might render digging dangerous:confused: . However, it is sure that some heavy equipments (vehicles and artillery pieces) had been burried there and that can make the bounty even more valuable.:D

In RL, I perfectly know where that cache is but I never dared to dig. The story is saying that artillery pieces (75mm guns model 1897 probably) had been burried there with ammunitions, hand weapons and carriage. However, the obvious rusting of that equipment doesn't encourage me to carry out any research.

II) In the second village, the situation is very different as the occupying force is well accepted by the population (at least at the beginning and in appearence). However, a group among the villager decides to resist and they organize in small cells (freedom fighters or terrorists depending on whom you are talking too).

They use the sewage system as weapon cache and they bring weapon through an hold, hided, underground passage that runs from the valley to the village castle. They have started to take some action but they are still waiting for the right moment to start a general uprising.

- Some or many among the population are still collaborating with the military unit and all this activity must be hided to them as well. In RL, during WW2, the passage was revealed to the Germans by someone from the village. However, this occured only after several months (something like 18) while weapons had been smuggled right under their nose for all that time. The Germans suspected this but they had been unable to find that passage before that treason.
- Caches must be constituted in order to prepare for the general uprising.
- Small operations have to be carried out in order to justify some outside help or in order to keep the ennemy busy.
- Weapons have to be found for free or for a price.
- Meetings have to be organized and the population has to be pushed to rebel while it might not be that interested at the beginning.
Possibilities are endless.:)

kcdusk 02-22-2009 02:35 AM

Quote:

Originally Posted by Mohoender
Unlike for Carla Bruni, you'll have to come after me Targan.:D

Which well known female personality/horn bag/super model would best fit a good T2K film/telemovie??? And justify it ...

Marc 02-22-2009 02:33 PM

Quote:

Originally Posted by Mohoender
Possibilities are endless.:)

Mmmm... the whole idea is gaining interest for me. Secret meetings, coordinated actions, getting the needed information... Full of opportunities to role-play. And a true challenge for both the group of players and the GM.

About the villages you've talked about, Mohoender, what was their approximated size in WW2? I'm trying to determine the "ideal" size to prepare a game.

One more possible variation. In the 17th century, one of the ways that the Spanish "Tercios" used to establish themselves as cantonments was following the "alojamiento" regime ("alojamiento" can be translated as accommodation). While in "alojamiento" regime, soldiers were direcly distributed among the homes of the inhabitats of the selected villages (one or more villages, depending of their sizes). It could be just for a one day, if the military unit was on its way to a disputed area, but it could be indefinitely in a difficult zone or near the front. In its better version, the "alojamiento" regime was agreed between civilian and military authorities. In the worst case, the owners of the house where the soldier was accommodated must keep him fed without receiving anything in exchange. Sadly, this method was normally used in villages and towns viewed as enemies or hostiles and the accommodation of the troops implied abuses and excesses. In the better form of "alojamiento" , a list was previoulsy negotiated, containing all the products that the family must supply to the "guest", with the agreement that the final expenditure will be covered by, for example, the king.

This type of cantonment could be an alternate setup for the same "revolt" seed.

Mohoender 02-22-2009 03:02 PM

Quote:

Originally Posted by Marc
About the villages you've talked about, Mohoender, what was their approximated size in WW2? I'm trying to determine the "ideal" size to prepare a game.

The first one was about 400-500 people. It had two castles. The smallest one (occupied by the Gestapo) standing 1 mile away from the center and the other standing at the center. It was (and still is) surrounded by deep forests running thourgh a small valley in between low hills.

The second one, is standing on top of a 400 meters high hill. It had a population of about 1000. but it is more difficult to control as it is full of small streets. Moreover, most of it can only be accessed by feet and there are only 4 roads going through it. It is also surrounded by deep forests and it is located at the bottom of a mountain range (going up to an average of 1200 meters with a peak at 1700).

Marc 02-23-2009 01:44 AM

And another approximation to the same seed is still possible. More suitable for a single-shot scenario or and small adventure. If we imagine the previous situation with the soldiers being accommodated in the houses if the civilians, we can arrange a group of characters being soldiers of the unit that has established the cantonment. Let’s suppose that a major revolt have been planned among the inhabitants of the village and that the unit’s commander is confident about his control of the population by fear and totally unaware about the imminent rebellion. Well, perhaps not all the inhabitants would participate in the riot, but let’s suppose the major part of the village’s population would do. And the revolt would begin by night, at a chosen hour, with each family with accommodated soldiers trying to kill their sleeping “guests” with any weapon available (knifes and other tools), with the objective to take the weapons and spread the revolt. The goal is trying to control the village by dawn. A “long knifes night”.

So, the characters could be doing some kind of night duty while the revolt is beginning. Or they could be awakened by some kind of suspicious noise while their hosts are going upstairs armed with everything they have found in home. After the first fight, while all the villages is awakening with the screams, cries and isolated shots, the player will find themselves in a village nearly controlled by the furious inhabitants (now armed with firearms), searching for revenge. The goal of the characters is up to the GM. Is still possible to regain control of the village? Is there any kind organized military resistance still standing in some point of the village? Or perhaps the better option is make their way out of the damned place?


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