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Old 07-23-2020, 08:49 PM
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ChalkLine ChalkLine is offline
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Quote:
Originally Posted by swaghauler View Post
I'm lucky in that I'm GMing a MERC campaign in Africa. My players take missions to get paid so they can eat. Occasionally, that payment can be unique like the time they were paid in DIAMONDS and that other time they got to "raid" a UN supply depot in exchange for a "side job" that the UN commander needed done "off the books." Burt Gommer (Tremors II) would have been proud!
After playing Far Cry 2 I wanted run a session like this.

I posted a quick game outline over at the T2K Fb page:

Quote:
The premise is that some former troops are contacted by their respective governments to act as advisers for a rebel group in a fictional country and try and overthrow the current government. Once on the ground they realise that the intel they've been given is totally wrong and the situation is far more complex than they were briefed. After a bit of scene setting where they start to realise that they're probably not on the side of the angels (obviously there simply isn't any in this situation) a factional struggle kills the rebel group's leaders and the new leaders have other backers. As this is post-Glasnost I'd probably pick some other nation than Russia as 'bad guys', probably a fictional one as regional governments often fostered rebel groups in each other's territory. (Liberia was infamous for this).

A loyal soldier gets them a warning that the new rebel leadership has targeted them for arrest. Some of the group will be executed as a spectacle and the rest extradited to the rebel's backers for intel. The executed will probably be the lucky ones as the backer's methods of interrogation are similar to those of Idi Amin's.

In true T2K fashion the advisers have to get to an extraction zone with plenty of betrayal and conflict as well as the possibility of using their skills to do what they consider is correct on the way as they're no longer considered 'employed'. Behind them and pushing the plot is a horde of various factions in technicals displaying various levels of the brutality that marked the regional conflicts of that era.

The players start in a situation much like the end of the 5th ID; grabbing whoever and whatever they can and beating feet. The infrastructure in front of them is destroyed by the war and they may even end up cooking fuel.

Worse they may now be seen as something of a liability by their own backers; the shadowy organisations that put them in theatre. How this develops would depend on the plot.

Of course all is not lost. There was some very good people in the area in that time and they might be able to help out. However it would inevitably be a tangled situation as these helpful groups or individuals tried to liaise with each other to provide help or guidance.
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