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#1
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It's hard to imagine a team being stuck in a bolt hole. The standard vehicle loadout includes about 100kg of C4. Even if the escape shaft is collapsed or has a huge tree root going through it and the main vehicle door is somehow inoperative, they can make a pretty big hole with a little digging and blasting.
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#2
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#3
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I was never really taken with the unconnected episodic nature of many of the published adventures. That is to say, the idea that you started a completely new team unconnected to previous adventures.
That was not something I really wanted to force players to do, making new characters every time we were going to do a new adventure so the idea of the traditional bolt-hole was not particularly satisfying to me either. If I could convince enough people in my little part of the world, to play a TMP campaign, I'd want to have the bolt-hole usable as a somewhat safe, shorty-term base camp that they can be (relatively) secure in while they figure out what the hell is going on in the outside world. I think even with the aim that they were only supposed to be in stasis for a few years until the war was well and truly over, the concept of the bolt-hole as a short-term base is still valid. You want information about the "new world" you have just woken up to, having a secure fall-back position can make the task a little safer compared to constantly roving around and camping out each night. |
#4
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I want to give future teams a safe place to operate out of or fall back too. It could also serve as a district base down the line if needed. I think once they realized they overslept 150 years they will want to take a bit more caution in exploring the new world vs getting shoved out the door.
Side slide.. I increased the size of my teams to an almost modern squad 6-8 persons, MARS teams are 9-12 and technical teams could be as much as 12 depending on their skill. I figure if I dont have that many people playing I can run NPCs and give them a few red shirts. If they get cocky well the red shirt can save the day and serve them humble pie,,, Recon teams have a team leader, driver, medic, contact specialist, science person, recon specialist, and possibly 2 extras like a mechanic and or engineer. |
#5
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Or having not been woke up yet. Though that's more of my personal variant of the project where things did not go smoothly and Project teams have been sporadically waking up for several decades without any coherent backup.
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#6
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Isn't that almost a general theme? Hunting Morrow for tech and goods? The KFS in my games is always looking for MP tech and MP personnel. I had a team on the run for weeks dodging the KFS, I kept them running hard, they even had to rescue another MP team that the KFS had discovered still in their hole. They somehow pulled it off and even managed to keep both vehicles. Although the Bolt Hole teams vehicle was shot up pretty bad. The players were seasoned T2K players and weren't afraid to throw down and fight. THAT was a fun time!
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#7
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To weigh in on this, I was thinking about that when I first heard about this game.
My first design was done up as a quickie that honestly was improved after someone who looked at my work went "That's actually a great idea" and improved it further. In Essence, I went with something that wouldn't look out of place for a pipeline project so people would be "oh, they're improving the old spillway" or other such mundane thing. Honestly, if there are to be "static" locations that are kept longer term, they should be designed as such, but I think the existing Bolt Holes are a bit too oversized. https://www.deviantart.com/braden198...morrow-project https://www.deviantart.com/evelwillow
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Newbie DM/PM/GM Semi-experienced player Mostly a sci-fi nut, who plays a few PC games. I do some technical and vehicle drawings in my native M20 scale. - http://braden1986.deviantart.com/ |
#8
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