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View Poll Results: What's your favorite T2k MacGuffin? | |||
Dirigible |
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4 | 11.43% |
RESET |
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6 | 17.14% |
Black Madonna |
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11 | 31.43% |
Social Security Records |
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3 | 8.57% |
NBC Weapon/Launch Codes |
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1 | 2.86% |
Gold Bars |
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2 | 5.71% |
Carl Hughes |
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0 | 0% |
Iranian Crown Jewels |
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0 | 0% |
Satellite Data Tapes |
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1 | 2.86% |
Other (please specify in post) |
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7 | 20.00% |
Voters: 35. You may not vote on this poll |
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#1
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If it moves, shoot it, if not push it, if it still doesn't move, use explosives. Nothing happens in isolation - it's called "the butterfly effect" Mors ante pudorem |
#2
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Macguffins are positive and negative.
A positive one you want to have. A negative you don't want other people having. (The briefcase in Ronin) |
#3
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I'm lucky in that I'm GMing a MERC campaign in Africa. My players take missions to get paid so they can eat. Occasionally, that payment can be unique like the time they were paid in DIAMONDS and that other time they got to "raid" a UN supply depot in exchange for a "side job" that the UN commander needed done "off the books." Burt Gommer (Tremors II) would have been proud!
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#4
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I posted a quick game outline over at the T2K Fb page: Quote:
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#5
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That sounds like a pretty kick-ass campaign concept, Chalk. I went through a big mercs in Africa phase a couple of years ago. Read a bunch of books about merc ops in the Congo, Sierra Leon, Angola, the Wonga Coup...
Really gritty stuff. It got rather depressing after a while. I had to stop. Lot of MacGuffins in Africa. Diamonds in Sierra Leon, oil in Angola, Coltan (for cell phones) in Congo. After watching a doc on Netflix (can't remember the name), I briefly wanted to run a game where the mercs were protecting Mountain Gorillas from both sides in a civil war. "Guerillas in the Mist" never got past the conceptual phase. ![]()
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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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Exactly the same here. Too close to reality.
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#7
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For our group? It was gold bars, so our GM came up with a rumor of gold in a bank, and so....cue "Burning Bridges" from Kelly's Heroes.
Reset was a background while we were in Krakow-had a few fire-fights with people who thought we had the documents.
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Treat everyone you meet with kindness and respect, but always have a plan to kill them. Old USMC Adage |
#8
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Not always. The group I played with accidentally missed the train totally so we went to Bremerhaven in our merry convoy of assorted vehicles. I didn't even know about the train until I read the Going Home module after the campaign!
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#9
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Africa has a lot of possible MacGuffins that work both for MERC and for V2.2.
Players in Kenya could be part of Operation Harvester gathering material for the war effort as part of the US military. Or they could be mercs and dealing with guys like Rick Blaine in Mombasa who pays for "items" that he can sell for a very high price to the right buyer. Or being paid by the LRA for things like black market fuel or spare parts for their vehicles or gold or gems that can be traded for what they need. Or be both and have their eyes out for "items" while they are part of an Operation Harvester mission- i.e. a la Kings Ransom. |
#10
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Technically, I probably didn't use the term MacGuffin correctly in the OP/Poll, but there's definitely a difference between "an object or device in a movie or a book that serves merely as a trigger for the plot" and a mission like "gather stuff", or a patron that sends the character on missions, like "the collector". A MacGuffin is almost always one really important thing. How and/or why it's important usually doesn't matter to the character charged with finding/retrieving/destroying the thing, but it still manages to drive the main plot line.
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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 |
#11
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In the second one, they needed equipment to take a job and the only way to get that equipment with a STRONG UN arm's ban was to do a job for the UN Commander to get the equipment. |
#12
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Three definitions from different sources, all basically the same.
Make of it what you will. Quote:
Quote:
Quote:
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If it moves, shoot it, if not push it, if it still doesn't move, use explosives. Nothing happens in isolation - it's called "the butterfly effect" Mors ante pudorem |
#13
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The Tac Nuke in the Challenge Magazine's "Shell Game" mini-module.
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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 |
#14
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The Last Submarine to set up a different kind of campaign to nromal where the PCs are still members of a functioning military and act as the ops team aboard, going ashore on missions. Handled right it can work well, providing a command structure to guide the PCs without restricting their ability to make their own decisions on how they resolve the missions they are asked to undertake, potentially even refusing them.
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