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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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