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Old 08-24-2018, 12:04 PM
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WallShadow WallShadow is offline
Ephemera of the Big Ka-Boom
 
Join Date: Jan 2010
Location: near TMI
Posts: 574
Default Fun in the Caribbean Sun (possible spoilers)

Quote:
Originally Posted by Slappy View Post
I ran a reasonably long campaign in the Caribbean. PCs started in one of the Dutch ABC islands having gotten back from Europe somehow (not really important). Premise was that the Dutch had enough organization to be a relative point of stability in a largely collapsed region and needed additional manpower to try to get control of and get back on line some Venezuelan oil resources. It was good fun.
"Gateway to the Caribbean" is a trove of adventure seeds and paths to success in the Post-Whoops world, if one uses the little clues and opportunities provided. Well-equipped, poorly-trained opponents holding local shipbuilders with vital skills (and a potential merchant/patrol fleet) hostage, a half-sunk cargo ship with lots of salvageable munitions in it, its prior passengers being a bunch of unloved Cuban troops shipwrecked here and wanting desperately to get the hell home, lots of young nearly-trained doctors, a possible "in" with two of MilGov's big hitters, scads of retired-but-still-deadly US Rangers/SF ex-troopers (can you say "local commando cadre'-training", boys and girls?), a fully-functional super-frigate run by a skilled and capable crew with an elite skipper, a local mamaloi/organic chemist whose knowledge of the local flora and fauna can have interesting side-effects on unwary enemies....so much to play with, so many opportunities!
All the players have to do is figure out how to make the most of what they have on hand. Did I mention the APC...?
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