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#1
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New to GMing T2K
I am new to the T2K v1 system and am going to run a campaign for 4 of my friends, they each want to run 2 characters so thay can get more rolls for vehicles. Since I am new to the system should I allow this? My only reason for even thinking of letting them do this is because I am thinking " Good fucking luck on fueling all those vehicles!" Ha Ha. Anyways another thing I wanted to bring up is I am running this game starting with the module from the boxed game set, Escape from Kaliz. I would appreciate any input about running the system or campaign from any experienced GM's for I want to blow the minds of my players for they are all extremely excited about finally getting to play this game. Thank you Pmulcahy for all of your helpful info on your site and anyone who replies with any info. Also I will be posting regular updates and details about my game when we start in 2 weeks. Thanks everyone and take care.
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#2
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Quote:
Second I would personally limit them to one character and maybe throw them a few NPCs (non player characters) and count them in the calculation for vehicle dice. I find that people play one character much better than trying to play two. For the vehicle table if you want to give them a little variation you may want to use the Alternate Starting Vehicle Tables. If you have any more questions don't be afraid to ask as we are a very helpful and supportive group. |
#3
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I second that, welcome aboard!
In general, I only allow a player to run two characters if they can demonstrate they can make me and the rest of the group that he/she is capable of acting out two sets of traits and personalities. That rarely happens, and its tough as a GM too (which of your characters told the Krakow guard to pound sand?) Though I think that Kato's idea is very likely the better idea, I say that if they want lots of vehicles...SURE! HAVE FUN! Youre absolutely right about fuel. Also think bad weather, being easily detected, ammunition, repairs, oh the list goes on and on. As for Escape from Kalisz, theres lots of ways to have fun with the adventure and squeeze your players into other adventures. And its definately a good module if your players are combat hungry. I think the best piece of advice is keep everything moving fast. Don't let things bog down and keep the PCs running like hell. |
#4
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"Sniff..sniff" Ahhhh virgin blood!!
The good thing about starting the game is that you have so much more information like satellite maps and references pages that we didnt have when the game originally came out. Like how many people knew that just south of the town of Kalisz is a major dam that people can blow to flood the streets and slow down pursuit?
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************************************* Each day I encounter stupid people I keep wondering... is today when I get my first assault charge?? |
#5
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Welcome aboard. Got to go with the majority here, one player apiece, until you're all familiar with the game. That way you can concentrate on learning and getting used to a new system.
And vehicles??? Pahhhh! Make 'em walk!
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Just because I'm on the side of angels doesn't mean I am one. |
#6
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What I learned PDQ in GMing Kalisz was to roll up a bunch of random encounters ahead of time (2 or 3 for hill terrain, some for woods, roads, etc.). Jot down the cargo loads in wagons/trucks, who's got heavy weapons, etc. If you don't use 'em all, keep them around for later. My group started finding derelict American vehicles, but couldn't keep them running for long. I did let them have an M1, but boy, did I make them work for fuel! I don't think they ever found any main-gun ammo.
Jeez, I wish I'd known about that dam! My original group would have gone for that in a heartbeat!
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My Twilight claim to fame: I ran "Allegheny Uprising" at Allegheny College, spring of 1988. |
#7
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Make em' walk
Ha ha! That was my first idea is to have thier asses humpin' it all over Poland but, after the revolt of telling them no vehicle rolls I had to put a stop to the whining by giving in. Thats ok Ill just blow thier vehicles up one at a time.
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#8
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Same here. One character per player. I’m used to play with novice players as I always enjoy introducing new blood to roleplaying games and I think that the best result is always achieved with one character per player. Be sure that each player is happy and comfortable with his/her character and use the NPCs as a help and as a way to introduce them to the Twilight world. Good and realistic NPCs can put the characters in situations they would never put themselves and they are a good card to play when the referee needs to guide the situation in one direction. A killed or injured NPC in the first session will make notice your players about the low value of a life in the Poland of 2000 and will keep their heads down. As a side note, players with two characters may tend to use one of them as a secondary character, as a “cannon fodder” or the coffee guy, with less willpower and personality that a good NPC controlled by the referee.
About the equipment and vehicles, I’ve never used the method described in the rulebook. My advice is always to be scrooge. Equipment, the same as initiative points and skill points, must be earned by the players. They will aprecciate any new piece of equipment they will be able to obtain in the future. Hmmmm...nice finding, Cdnwolf. I will consider the dam undamaged (or nearly undamaged) and as a possible target for my group of combat enginners in our current campaign.
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L'Argonauta, rol en catal |
#9
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How did the new guy just waltz in here and notice something we've been missing for 20+ years? That dam's just begging to be blown!
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I'm guided by the beauty of our weapons...First We Take Manhattan, Jennifer Warnes Entirely too much T2K stuff here: www.pmulcahy.com |
#10
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Zalew Szale - Szale lagoon, not so much a dam as a flooded river plain used as a recreational lake for bird watching, fishing and swimming.
It's about 6 or 7 kilometres from the Kalisz city outskirts and from the best I can find, isn't particularly deep, something like 6 to 8 metres |
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