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Old 12-13-2016, 02:52 PM
cosmicfish cosmicfish is offline
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Does anyone have (or know of) canonical lists of teams, team types, and/or facilities for the Project?
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Old 12-13-2016, 03:49 PM
nuke11 nuke11 is offline
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Quote:
Originally Posted by cosmicfish View Post
Does anyone have (or know of) canonical lists of teams, team types, and/or facilities for the Project?
I created this awhile ago (started in 1997); I believe it is correct

Added updated list a few replies below.

Last edited by nuke11; 12-15-2016 at 09:03 PM.
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Old 12-14-2016, 03:55 AM
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The Commo base from American Outback is missing from the list of bases.
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Old 12-14-2016, 06:15 AM
nuke11 nuke11 is offline
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The Commo base from American Outback is missing from the list of bases.
Thank you, I'll look thru the last couple of modules and see what I need to update it with.
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Old 12-15-2016, 04:09 PM
cosmicfish cosmicfish is offline
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@nuke11, that is a great list, you saved me a lot of legwork (and perhaps the purchase of a book or two!). Now that we have that, let me expand the request a little:

Now that we have the canon list, are there any suggestions for teams or facilities that should be added or removed?

For example,

Power and water stations seem (to me) a bit of a waste. The Project needs to remain flexible, and putting power and water at fixed locations when you don't know where the populace will be and when Project assets already come with both seems like a big gamble. IIRC, TN-7 was in a ghost town... what are the odds that you have a significant refugee population in the desert?

Likewise, the psychological teams also seem like they would be a relatively low priority considering that years will have passed before you are able to help anyone. Considering that you have limited resources, do you really create teams for pysch help when they have more urgent need for water and food?

Conversely, small factories and machine shops would be HUGELY helpful. Above and beyond storehouses, the ability to go to a CNC mill and knock off replacement parts (perhaps for things not even in the Morrow inventory) would be very useful.

And Recon could use some genuine intelligence assets - perhaps the remains of the significant intel operation that must have existed prior to the war, trained specifically for those situations where you do not want to advertise yourselves as Morrow.

Any thoughts?

I am asking because I am trying to rebuild my idea of TMP, since my last version died unexpectedly with my hard drive earlier this year. As a GM I want a full view of the Project so that I can ensure that everything makes sense and so that I can improvise more easily. I am building a structure of the Project and want to make sure that I include everything that should (to me) be there and alter a few things that (again, to me) should not.
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Old 12-15-2016, 04:11 PM
cosmicfish cosmicfish is offline
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Another example of "to be added": MARS EOD. There would have to be expectations of unexploded ordnance, abandoned mines, and improvised explosives, not to mention the unlikely but hugely serious issue of an unexploded nuke. It would make sense to have at least some teams trained and equipped to deal with them.
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Old 12-15-2016, 08:55 PM
nuke11 nuke11 is offline
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Quote:
Originally Posted by cosmicfish View Post
@nuke11, that is a great list, you saved me a lot of legwork (and perhaps the purchase of a book or two!). Now that we have that, let me expand the request a little:

Now that we have the canon list, are there any suggestions for teams or facilities that should be added or removed?

For example,

Power and water stations seem (to me) a bit of a waste. The Project needs to remain flexible, and putting power and water at fixed locations when you don't know where the populace will be and when Project assets already come with both seems like a big gamble. IIRC, TN-7 was in a ghost town... what are the odds that you have a significant refugee population in the desert?

Likewise, the psychological teams also seem like they would be a relatively low priority considering that years will have passed before you are able to help anyone. Considering that you have limited resources, do you really create teams for pysch help when they have more urgent need for water and food?

Conversely, small factories and machine shops would be HUGELY helpful. Above and beyond storehouses, the ability to go to a CNC mill and knock off replacement parts (perhaps for things not even in the Morrow inventory) would be very useful.

And Recon could use some genuine intelligence assets - perhaps the remains of the significant intel operation that must have existed prior to the war, trained specifically for those situations where you do not want to advertise yourselves as Morrow.

Any thoughts?

I am asking because I am trying to rebuild my idea of TMP, since my last version died unexpectedly with my hard drive earlier this year. As a GM I want a full view of the Project so that I can ensure that everything makes sense and so that I can improvise more easily. I am building a structure of the Project and want to make sure that I include everything that should (to me) be there and alter a few things that (again, to me) should not.
The power and water stations TN-6/7 are south of Prime Base. It has been a few years since I have read Desert Search, so I'm not certain at this point if they are standalone or are attached to Prime Base thru underground means. Joseph Benedetto would be the best to discuss what his ideas where around there inclusion. He can be reached thru this forum (not sure if he actively watches this) or thru The Morrow Project Facebook page. He always tried to include a number of different support bases and ideas in his modules for TMP.

I never understood the psychological team inclusion. I haven't figure out a use for them at the moment outside of Prime Base or a Manned Resupply Base.

The problem with factories is what kinds of things will it make, where does the raw material come from and where are they placed? Most bases are placed out of the way of potential targets and population centers in the game.

I always thought broadcast power transmission from a source in orbit to ground station or ground base to ground base thru the air was an interesting concept to add. Power transmission thru the ground (think Nicola Tesla) was also an interesting concept to add.
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Old 12-16-2016, 05:02 PM
Matt W Matt W is offline
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Quote:
Originally Posted by cosmicfish View Post

I am asking because I am trying to rebuild my idea of TMP, since my last version died unexpectedly with my hard drive earlier this year. As a GM I want a full view of the Project so that I can ensure that everything makes sense and so that I can improvise more easily. I am building a structure of the Project and want to make sure that I include everything that should (to me) be there and alter a few things that (again, to me) should not.
It all depends what you're designing the Project FOR. If it wants to quickly rebuild a large area (rather than "survive" at Prime Base and expand in a generation or two) then you need more aircraft and possibly more boats/ships.

IMHO, the value of aircraft seems completely underestimated in Project planning. It's a bad idea to look for survivors by wandering around on the ground. It would seem far more efficient to have Recon overflights and then direct the Recon teams towards areas that appear to have some sort of functional government (and away from areas that glow in the dark).

There should be more airbases. Nothing huge. A couple of Shorts Skyvans, a few "utility" light planes and some helicopters would be adequate for each Region. If the Project needs to transport something bigger, they could use the C-130 at Prime Base

IMHO, the value of an expert is greatly enhanced if you can QUICKLY transport him/her to the area needed. Flying for a few hours is better than driving for a few days

We have a supply base at Isle Royale. Which is a nice idea. BUT...Where are the ships? And where are they going to dock and unload?

There should be teams that can set up Ports (inland or coastal)
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