|
#1
|
|||
|
|||
Any requests?
I'm working on new ideas for what happens after a PC group completes a canon module. In your opinion, which are the modules that have the most potential for "what happens next"?
Matt W http://morrow-industries.com/morrow-...t-blog/?p=1037 |
#2
|
||||
|
||||
Quote:
Most of the published adventures can be springboards for additional campaigning, some more than others. Basically, I take it you mean "next" as in the area or region? Teams are mobile enough that they can simply move elsewhere so any adventure is by definition a starting point, so presumably you mean ongoing operations that somehow relate back to the original adventure. I'm partial to Final Watch (and you can easily ignore "Part 2" of the adventure with Reload Base Tango). You eventually can have a group activated, giving you personnel and resources to expand operations. Most of the problems of the region and city are not neatly solved in the published adventure. If fences are mended between the Reds and Rebels the relationship will still require constant attention and mediation. Hopefully, some kind of eventual coalition or unified city government is set up, but until then there would be a transitional period. More immediately, the Reds have to be helped to survive the winter, while in the long run the Rebels need to transition to a post-slave economy. Reload Base Tango can be saved for later, when things have slowed down a bit. Plus, Prime could task CG Seattle personnel with additional assignments. Benedetto also added information in Final Watch regarding bikers and truckers in the region, allowing for additional encounters and interaction. This relates back to the game summary I recently posted, which is taking place after the completion of Final Watch (sans Base Tango) even if in another area. In that campaign, the Reds and Rebels have been persuaded to put aside their differences and form a transitional government. A destroyed Red settlement on the boundaries of both territories, Tukwila Collective Farm, is being rebuilt as a cooperative effort by both Reds and Rebels and to serve as the Project's base of operations and regional capital. Freed slaves (both from the Rebels and elsewhere brought in by the Railroad) need to be resettled, some form of proportional democratic government needs to be worked out, supplies need to be disbursed to the Reds to help them last the winter, etc. A road needs to be pushed through the ruins from the Rebel HQ at the Space Needle to the Red's main settlement at Sea-Tac (formerly the Soviet Desantniki Special Air Assault Brigade Landing Zone) to foster communication and trade between the two communities. While not active in the current adventure that's being run by Skype (Op Discovery/Op Deep Freeze) the players that are active in the team based in Seattle (Specialty QP-11 PSYOPS) are currently gathering information to assist the expedition to rescue Project personnel from the Breeders. For example, a defecting member of the Slaver's Guild ("Ray the Slaver") brought word of Project personnel being sold to the Breeders. Personnel (players) in Seattle gather information from locals such as Truckers on routes and hazards for the team in the field. To sum up, ongoing adventures need to not just get the team out of the ground and complete the mission but have the personnel, resources and rationale for continuing adventures. Ongoing fights against bad guys (the Krell in Op Lucifer, FFS in BB, Brotherhood in Op Lonestar, etc.) is certainly possible, but I'm kind of burned-out on the "everlasting war" aspects of TMP for generating ongoing adventures. I prefer FW because the main post-adventure story arcs involve reconstruction and trouble-shooting, not necessarily war. Tony |
Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
Thread Tools | Search this Thread |
Display Modes | |
|
|