Loading ...
Sorry, an error occurred while loading the content.

Re: [Deadlands uk] Digest Number 221

Expand Messages
  • tavis.hill
    From: Peter King Subject: Re: Shooting Gallery Also sure there must be plots.... heres one to mull over. longterm game ends in the death
    Message 1 of 1 , Dec 12, 2003
    • 0 Attachment
      From: Peter King <innomne@...>
      Subject: Re: Shooting Gallery

      Also sure there must be plots.... heres one to mull over.

      longterm game ends in the death of the players.... new characters... old
      world, the players know what expect... so they are playing green characters,
      not easy with player knowledge, how do you spice things up for em?


      My first reaction would be, rely on them being good roleplayers, now, if
      that's not possible, then I'd make life easy for them - after all, they're
      here to have fun as well.

      Make them either Agency, or Rangers.

      Rangers tends to work best, because of the 'bible' - any time a player seems
      to be acting on a little too much knowledge that their character wouldn't
      have - have them roll their Bible's Academia:Occult (at least, that's how I
      use the bible) compare what they rolled with the target number you've set -
      and then take that player 'out of the action' for a while (The better the
      roll, the shorter the time, as the more available the information is in
      their particular edition) as they are researching the beast. Granted, this
      is often an 'after the fact' fix - but it can be useful in keeping players
      exactly where you want them.

      It gives the players 'use' of their knowledge, and gives the characters an
      'in' to get to that knowledge.

      Of course, the other way of dealing with things is to simply change a
      critters weaknesses, or change the agenda that their antagonist is following
      a little, should that antagonist be, say, Hellstromme, for example.

      Another thing you can do is to have them 'work for the bad guys' in one way
      or another - the Rail Wars are a great way to deal with this - since you can
      have them working through various intermediaries - how about Lacroix hires
      someone to hire someone to hire someone to attack his own workers - zombies
      or otherwise, but make it look like Hellstromme sent in an X-Squad -
      eventually the players can work out who they're actually working for as the
      story progresses - by which time their characters shoud have a fair idea of
      whats going on and just how bad they've been.

      Hmmm I'm rambling, aren't I?

      Of course, if you were tied to a particular area in your previous game -
      move it!

      Were the players all Rebs? - Insist on Union citizens for this campaign. Or
      set it all south of the Border, or back east, at least for the start of the
      Campaign, so that the players are in unfamiliar territory.

      Just a few ideas anyway.
    Your message has been successfully submitted and would be delivered to recipients shortly.