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#1
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Escape From Kalisz, a few questions.
EfK is pretty much the B2: Keep on the Borderlands for Twilight:2000. Everyone has played it to a greater or lesser extent, and like B2 we know there's kobolds in the lower right-hand cave, we know the Castellan has a +1 shield and +1 plate mail and +1 sword, we know the Russians have tanks at this key town but only one of them runs and is used to tow the others into position, we know at this other town that the Polish civilians are very pro-American, etc. etc.
So with all of that considered, how do you folks who have run games approach some of the rougher patches in EfK? Meaning: there's a few illogical things (like a town whose sole heavy weapon is a single RPG with 3 rounds, or another town that has an artillery piece with no ammunition, etc.)? Is it a case of "in-situ"? That is, right then, right there, when the party encounters a given place or people they will find it in that condition, and what you as the GM have is a snapshot (if you will) for what they'll encounter regardless of when they get there? Is it just the starting position of a dynamic situation - that town with the RPG with 3 rounds will eventually get a brigade (20-50) cavalry and an SPG-9 and a mortar or two, the tanks will get repaired, etc. that will unfold regardless of whether or not the characters encounter the area, or what? I prefer the latter. Let's say hypothetically every player is running 3 characters, and you've got 6 players, that's 18 characters, and a chance to wind up with a platoon (2-4) LAVs, or an M1, or a small convoy of Humvees, etc. etc. to play with, and if the party is inclined to evade and escape but start raiding, and especially if they free the soldiers at the prison camp, the Pact forces in the area will definitely firm up defenses - keep a watchful eye on areas of questionable loyalty, and reinforce strongpoints where they can. What do you think?
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THIS IS MY SIG, HERE IT IS. |
#2
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Certainly, what's in the book is what the situation is at the start of the game. I haven't run EfK in a long time, but that's how I would run it now. Things may get better, they may get worse for the village/unit in question, but they should certainly change over time.
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My Twilight claim to fame: I ran "Allegheny Uprising" at Allegheny College, spring of 1988. |
#3
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EfK is designed to blood the players, without them facing such dangers that they won't get out of the module alive (barring any really stupid mistakes).
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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 |
#4
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the one thing about that modules is that unless your players are part of the 5th that got overrun on the other side of the river you basically have one hell of a fight on your hands if you try to cross the river - and across the river is where most of the really interesting encounters are (two enemy HQ's/base areas, the POW camp, possibly running into either the Special Forces team with Reset or the cav troop that ends up in the Black Madonna module, etc..)
you either have to be really good at somehow sneaking around that large force with the three tanks or you have to be powerful enough to run that blockade (like we were in my game where we rolled an M-1 tank and took those three tanks out) otherwise a lot of the mini-module is good window dressing but players would never see it |
#5
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One can adjust the starting point of one's EfK campaign fowards or backwards to suit the style of play and "difficulty level" of those early encounters. The situation at the beginning of module is meant to be dynamic, with some locales being really fluid and others somewhat static. As always, it's a starting point. There are lots of ways that you can modify things to accomodate different GM'ing and playing styles.
In one PbP (Stalemate War, on RPG.net), the GM had the players start off in a town near Kalisz that was under heavy assault, including a Hind helo- it might sound munchkinist but it was really well done. The players fought it out for a day or two (game time) before negotiating an escape with a local commander keen on taking the town without further losses. IIRC, a couple of players joined the unit after being captured and escaping. In my current PbP, I shifted the action to Belarus and set the campaign in the year 2030. I keep the basic premises and use the module gazzetteer to plot out local strongpoints and such but the geographical and temporal shift were meant to keep the module fresh. IMHO, it's working out pretty well.
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Author of Twilight 2000 adventure modules, Rook's Gambit and The Poisoned Chalice, the campaign sourcebook, Korean Peninsula, the gear-book, Baltic Boats, and the co-author of Tara Romaneasca, a campaign sourcebook for Romania, all available for purchase on DriveThruRPG: https://www.drivethrurpg.com/product...--Rooks-Gambit https://www.drivethrurpg.com/product...ula-Sourcebook https://www.drivethrurpg.com/product...nia-Sourcebook https://www.drivethrurpg.com/product...liate_id=61048 https://preview.drivethrurpg.com/en/...-waters-module |
#6
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Escape from Kalisz
At one point, I had a map outlining later movements of the Russian and Polish troops in the days after the 5th disintegrates.
Players who stayed in the area (or tried to take advantage of knowledge from having read the adventure) found their info increasingly stale, and their problems multiplying. Uncle Ted |
#7
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That's a highly valid point. All the detail in the world about a detachment of Polish/US/UK troops with a fresh-condition M1, LAV and Deuce-and-a-half full of supplies doesn't mean squat if the party never sees it or gets near it.
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THIS IS MY SIG, HERE IT IS. |
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