Wanting to do a little more than combat BPNs, especially since the I/I was able to make it...failed, due to my botch of writing the White BPN before the game (ie, I did not).
Needless to say, almost everyone showed up, only missing one player out of 6.
So, wanting to continue the BPN route, the PC's get handed a Grey from Health and Safety. Meeting with the corporate who issued the BPN, the players are instructed to remove a subversive from the Greenville Asylum Downtown.
Dr Griffin has been running unsanctioned experiments on his criminally insane patients and is to be exterminated (warrant provided).
The squad arrives at the Asylum to find a SHIVER APC outside, no SHIVERs to be found. The SHIVERs were sent here to quell some disturbance inside the building. A boot print on the door shows the entry was tactical as opposed to friendly.
The doors to the facility have since been chained shut from the inside, the Stormer unlocks the door easily, using the same method the SHIVERs used previously.
Nobody behind the counter but the PCs decide it would be in their best interest to sign-in and get visitor badges to follow protocol. While obtaining the visitor badges behind they desk, the squad finds the body of a SHIVER, his Blocker Body Armor ripped open at the chest by what appears to be some kind of clawed hands, similar to a Stormer.
Most of the patients on this floor are locked in their rooms, and one of the rooms is filled with cocoon-like bags. There are a few patients wandering around, but they are subdued by the squad using unorthodox tactics...the squad opened the staff break room and smashed open a vending machine.
Easily making their way to the end of the hall, the PCs come across a human male in a catatonic state wearing SLA Industries boxes instead of the normal blue pajamas of the patients. Feelgood, the squad Medic, is able to bring him around a bit and the
squad is provided the following information: the men in the boxers are
SHIVERs, they were attacked while answering a disturbance call by things that
"came out of the walls." Realizing the SHIVER is going to be useless in his current condition, the squad leaves him there.
The stairwell is empty aside from a large cocoon stuck in the corner. The squad cuts the cocoon down carefully and opens it up to find a semi-concious human male inside, wearing blue coveralls, an orderly.
They take the orderly into the TV room and get him sitting next to the SHIVER. And they take the orderlies keys.
Unlocking the stairwell gate blocking their ascent, the squad moves to the second floor.
The second floor hallway is covered in webbing, the lights flickering on and off, and more human-sized cocoons can be seen here and there along the floor.
The Wraith is attacked by 'something' in the webbing, the creature is quickly run off by a couple stabs from the Shaktar and Stormer, but somehow did not leave a path through the webbing.
Not feeling particularly comfortable with what is going on, the Brain Waster grabs a mob and pulls out her Klippo, seeing this happen, the Wraith grabs a fire extinguisher.
The webbing in the hallway goes up in flames, worried about the cocoons holding patients, the Stormer trips the fire suppression system, filling the hallway with foam...quick solidifying foam.
Two members of the squad are able to get out of the zone and avoid being caught in the foam. They are then able to remove their squadmates.
Continuing very slowly down the hallway, because they are now having to cut their way through the foam, the Operatives make sure to check on the patients, cutting through the foam and checking the rooms.
Inside one room, there is a man in a doctors smock pounding on the door. The operatives decide to leave him there for his safety...only to see his face hit the window and disappear.
The Stormer and Shaktar bust into the room, unable to see much with the flickering light, but the doctor is nowhere to be found.
Something sharp jabs into the stormers unarmored head and the Shaktar drops a tear gas grenade, but whatever attacked them is gone, the window to the outside broken and the bars bent outward.
The Stormer and Shaktar decide to follow whatever it was out the window and head towards the roof, the remaining three members will continue down the hall to reach the stairwell to the third floor.
Gaining access to the building from the roof and the stairwell, the squad gets back together before heading into the third floor, where the criminally insane, and their target await them...
to be continued...
Showing posts with label SLA RPG Tabletop Gaming Hobby. Show all posts
Showing posts with label SLA RPG Tabletop Gaming Hobby. Show all posts
Tuesday, July 2, 2013
Wednesday, June 26, 2013
SLA Industries: Session: le Duece
(yes, I mixed the languages in the title on purpose, to make you cringe...on to the recap)
Second session for the Squad "Out with a Bang."
Only three players were able to make it this time:
Grundy invited the squad over for a few drinks, but they had other ideas and convinced him to grab a quick BPN.
They nabbed a Blue from a financier(ish) contact they had met at Slayer's Crib during the last session. The Financier Group known as "Flaming Turkeys" is an up-and-coming operation, still low on the pole, so their BPNs are never the good ones.
The Blue was a simple seek-and-destroy in the sewers, something was killing civilians near a hatch that had been broken during the previous days GoreZone episode in Downtown.
It was simple enough, the squad went in, had some fun with a 20 foot crocodile and got paid.
The highlights included:
We did call it a little early due to the rest of the squad not being able to make it, so it was pretty short.
The BPN was written a long time ago and can be found at http://trulyrural.com/sla/bpns.html, in the pdf titled "Several BPN's by Max Hattuer." The title of the BPN was "The Basic Blue," due to the small squad size I reduced the number of crocodiles, also, having only the single crocodile seemed to fit the backstory better.
In retrospect, maybe I should have added in a second...next time, my pretty...next time...
Second session for the Squad "Out with a Bang."
Only three players were able to make it this time:
- Grundy, played by Bob
- Kr'snch, played by Ryan
- Hunter, played by Brandon
Grundy invited the squad over for a few drinks, but they had other ideas and convinced him to grab a quick BPN.
They nabbed a Blue from a financier(ish) contact they had met at Slayer's Crib during the last session. The Financier Group known as "Flaming Turkeys" is an up-and-coming operation, still low on the pole, so their BPNs are never the good ones.
The Blue was a simple seek-and-destroy in the sewers, something was killing civilians near a hatch that had been broken during the previous days GoreZone episode in Downtown.
It was simple enough, the squad went in, had some fun with a 20 foot crocodile and got paid.
The highlights included:
- Kr'snch being grabbed by the crocodile and unable to reach his melee weapons as it was trying to drag him into the sewage
- Grundy jumping on the back of the crocodile to help his squadmate
- Kr'snch was able to dodge a "deathroll" due to the Stormer holding onto the beast
- Once free from the crocodile's mouth, Kr'snch was able to watch the crocodile try and shake the Stormer loose by rolling
- The squad members being told by a Health and Safety agent not to speak of the crocodile
We did call it a little early due to the rest of the squad not being able to make it, so it was pretty short.
The BPN was written a long time ago and can be found at http://trulyrural.com/sla/bpns.html, in the pdf titled "Several BPN's by Max Hattuer." The title of the BPN was "The Basic Blue," due to the small squad size I reduced the number of crocodiles, also, having only the single crocodile seemed to fit the backstory better.
In retrospect, maybe I should have added in a second...next time, my pretty...next time...
Sunday, June 16, 2013
SLA Industries: Out with a BANG!
First session of new SLA Industries campaign, fun had by all.
Squad Name: Out With a BANG!
Squad Roster:
Thrown together by bureaucratic process, the new Operatives were given a Blue BPN per standard procedure.
The mission was simple: Head downtown to target location and assist SHIVER unit with traffic control until lights can be repaired.
Problem was, there were two rival street gangs shooting at each other with the SHIVERs caught in the crossfire.
While the squad was planning on what to do, Grundy stepped forward and was able to talk down the gangs. The Manic Mongoose gang took off leaving the Kobra Khan gang to fend for themselves against the Operative squad.
Kobra Khan members were allowed to retrieve a couple of trapped gang members and leave.
Other than minor disturbances from civilians upset for being in traffic so long, nothing major happened until after the repair crew finished up and the traffic was flowing again.
While the squad was speaking with the SHIVER sergeant his head exploded in a red mist, and the squad was assigned a Red BPN to eliminate the DN Sniper team reported in the area. These two events happened at almost the exact same time.
Realizing where the shot came from, the Wraith, Shaktar and both Frothers start heading for the fire escape on the side of the building to get to the sniper, the 'Waster and Stormer head for the front of the building.
The Wraith takes a shot in the back, obviously not from the sniper they are headed for, and the Shaktar turns towards the building on the other side of the street. Fairamay and Grundy happen to spot the other sniper after Kr'nsh reports what happened.
The two frothers and the Wraith continue up the fire escape while Grundy and Kr'nsh provide cover fire against the other sniper. The second sniper goes down and Fairamay reports two more DN Operatives on the second roof. Kr'nsh and Fairamay start heading for the fire escape on that building while Grundy moves to a position where he can see the front entrance.
Meanwhile, two-thirds of the way up the first building, a DN Operative drops a blast grenade down the fire escape, the Wraith jumps and rolls avoiding any serious injury, the Medic dives through a window and the Death Squad jumps to a ledge as the grenade goes off mangling the upper level of the fire escape.
The 3-man sniper team on the first building starts to run back through the interior stairwell, only to be met with fire from the Medics FEN AR, as the Death Squad makes it to the roof.
The second DN team seems to fair a bit better, after losing the sniper they immediately began retreating through the buildings stairwell, the 'Waster and Shaktar giving chase. Upon reaching the ground floor, they come face to barrel with Grundy's assault rifle, and surrender.
The first team, at this point, has surrendered to the squad in the stairwell. The Wraith grabs one by the throat for dropping the grenade and the Medic pulls out his claymore and starts hacking at one of the other two.
A concussive force leaves them all a bit woozy as the DN Operative held by the Wraith drops another concussion grenade, the Wraith drops him but manages to stay conscious, the two Frothers manage to stay on their feet easily with the combat drugs pumping through them.
The Medic takes one prisoner, the Death Squad kills another and the Wraith has an idea...
Back in with the second DN team, Grundy has them at gunpoint as Fairamay walks up behind them from the stairwell...BAM! A single point-blank shot to the back of the DN Ops head takes him down, his team mate panics and runs, quickly taken down by the Shaktar and Grundy.
Feelgood comes in with the live DN Operative and shoots him up with Honesty so they can get information regarding any DN contacts they may have, Fairaway questions him and they get a name 'Billy,' a time and place where the team was supposed to report back before he dies from his wounds and the shock from the Shaktar torturing him.
Grundy calls in the information hoping to get a follow-up BPN, and the squad moves back to the street for SHIVER retrieval of the evidence.
Just in time to see the Death Squad and Wraith Raider throw the remaining DN Operative off the roof, who proceeds to explode in mid-air, raining a bit of blood and gore onto the street.
Feeling mighty good about their first BPN together, the squad heads to the Pit for a quick drink and decides to grab another BPN before calling it a day.
After working their way through the lines, filling out paperwork and waiting for an hour or two inside Slayers Crib, the Operatives are approached by a man in a suit, a low-ranking financier trying to get started.
He offers them up on a Yellow, retrieval of a Welfare Distribution Vehicle that went missing on its way to an orphanage, somewhat close to their earlier BPN location.
The squad accepts and heads quickly to the last known location of the truck.
They find two bodies, riddled with bullet holes and picked clean. Luckily, they also find tracks in the refuse and grim showing the way the vehicle went.
Moving down the street towards a warehouse district the squad encounters some members of the Manic Mongoose gang, who uncooperatively tell them to bug off if they cannot pay for information.
So Grundy talks to one of the homeless in the area, trading his SLA Industries issues contraceptives and Klippo lighter for information.
After finding out the location of the truck, 3rd Eye is called in to observe the raid on the warehouse that the thieves are held up in.
Fairamay sneaks in through a sidedoor, Kr'nsh and Hunter head for the roof, Feelgood and Morrigan setup around the back with Grundy and the Media operative at the front.
Inside the warehouse, Fairamay reports the location of the vehicle, 4 DN Armoured people and 3 SHIVERs with a SHIVER APC.
Grundy pounds on the warehouse door and the thieves head for the APC and start closing the door, Fairamay tosses a grenade, too far to have any impact, Kr'nsh rappels in with his KK30 barking, Hunter moves to get in position, Feelgood and Morrigan come in through the back door rolling a grenade under the APC.
The grenade has no effect due to the APC's armour, Fairamay moves to secure the truck, Grundy kicks open the door, the APC starts up, Kr'nsh lands on top of the APC, Feelgood and Morrigan start heading for the sides of the vehicle.
Grundy moves to jump onto the back of the welfare vehicle, with the plan to get a good shot at the APC, and misses the roof, landing in a pile of food in the back of the truck. He quickly recovers and moves out the drivers side to assist with the APC.
Kr'nsh, realizing that he can not do much good on top of the APC with his Power Disc moves towards the drivers hatch, Feelgood and Morrigan manage to get on top of the APC and Grundy is just fast enough to grab onto the back.
Grundy manages to rip open the rear hatch as Morrigan tears open the top hatch and the thieves inside are met with a hail of rounds from Grundy's 603 and Feelgoods FEN AR.
As the driver exits the hail of ricocheting bullets inside the APC Kr'nsh removes his unarmoured head with one swipe from his powerdisc.
Fairamy moves through the open back hatch with her chainaxe as Kr'nsh moves in through the drivers hatch. The two of them finish off the dying thieves.
BPN complete, they call in to have SHIVERs retrieve their missing APC and remove the bodies. The squad returns the Welfare truck to its distribution center and a short 60 second spot of the squad rescuing the food and money that was meant for an orphanage from the evils of DarkNight subversives greats them as they get home.
Not bad for the first session.
Squad Name: Out With a BANG!
Squad Roster:
- Grundy - 313 Malice Sector Ranger (Bob)
- Cpt Morrigan - Frother Death Squad (Ian)
- Fairamay - Brain Waster I&I (Nikki)
- Hunter - Wraith Raider KMS (Brandon)
- Kr'nsh - Shaktar KMS (Ryan)
- Dr Feelgood - Frother Medic (Zach)
- Blue - TrafficSLOps
- Red - Sniper Hunt
- Yellow - Let Them Eat Cake
Thrown together by bureaucratic process, the new Operatives were given a Blue BPN per standard procedure.
The mission was simple: Head downtown to target location and assist SHIVER unit with traffic control until lights can be repaired.
Problem was, there were two rival street gangs shooting at each other with the SHIVERs caught in the crossfire.
While the squad was planning on what to do, Grundy stepped forward and was able to talk down the gangs. The Manic Mongoose gang took off leaving the Kobra Khan gang to fend for themselves against the Operative squad.
Kobra Khan members were allowed to retrieve a couple of trapped gang members and leave.
Other than minor disturbances from civilians upset for being in traffic so long, nothing major happened until after the repair crew finished up and the traffic was flowing again.
While the squad was speaking with the SHIVER sergeant his head exploded in a red mist, and the squad was assigned a Red BPN to eliminate the DN Sniper team reported in the area. These two events happened at almost the exact same time.
Realizing where the shot came from, the Wraith, Shaktar and both Frothers start heading for the fire escape on the side of the building to get to the sniper, the 'Waster and Stormer head for the front of the building.
The Wraith takes a shot in the back, obviously not from the sniper they are headed for, and the Shaktar turns towards the building on the other side of the street. Fairamay and Grundy happen to spot the other sniper after Kr'nsh reports what happened.
The two frothers and the Wraith continue up the fire escape while Grundy and Kr'nsh provide cover fire against the other sniper. The second sniper goes down and Fairamay reports two more DN Operatives on the second roof. Kr'nsh and Fairamay start heading for the fire escape on that building while Grundy moves to a position where he can see the front entrance.
Meanwhile, two-thirds of the way up the first building, a DN Operative drops a blast grenade down the fire escape, the Wraith jumps and rolls avoiding any serious injury, the Medic dives through a window and the Death Squad jumps to a ledge as the grenade goes off mangling the upper level of the fire escape.
The 3-man sniper team on the first building starts to run back through the interior stairwell, only to be met with fire from the Medics FEN AR, as the Death Squad makes it to the roof.
The second DN team seems to fair a bit better, after losing the sniper they immediately began retreating through the buildings stairwell, the 'Waster and Shaktar giving chase. Upon reaching the ground floor, they come face to barrel with Grundy's assault rifle, and surrender.
The first team, at this point, has surrendered to the squad in the stairwell. The Wraith grabs one by the throat for dropping the grenade and the Medic pulls out his claymore and starts hacking at one of the other two.
A concussive force leaves them all a bit woozy as the DN Operative held by the Wraith drops another concussion grenade, the Wraith drops him but manages to stay conscious, the two Frothers manage to stay on their feet easily with the combat drugs pumping through them.
The Medic takes one prisoner, the Death Squad kills another and the Wraith has an idea...
Back in with the second DN team, Grundy has them at gunpoint as Fairamay walks up behind them from the stairwell...BAM! A single point-blank shot to the back of the DN Ops head takes him down, his team mate panics and runs, quickly taken down by the Shaktar and Grundy.
Feelgood comes in with the live DN Operative and shoots him up with Honesty so they can get information regarding any DN contacts they may have, Fairaway questions him and they get a name 'Billy,' a time and place where the team was supposed to report back before he dies from his wounds and the shock from the Shaktar torturing him.
Grundy calls in the information hoping to get a follow-up BPN, and the squad moves back to the street for SHIVER retrieval of the evidence.
Just in time to see the Death Squad and Wraith Raider throw the remaining DN Operative off the roof, who proceeds to explode in mid-air, raining a bit of blood and gore onto the street.
Feeling mighty good about their first BPN together, the squad heads to the Pit for a quick drink and decides to grab another BPN before calling it a day.
After working their way through the lines, filling out paperwork and waiting for an hour or two inside Slayers Crib, the Operatives are approached by a man in a suit, a low-ranking financier trying to get started.
He offers them up on a Yellow, retrieval of a Welfare Distribution Vehicle that went missing on its way to an orphanage, somewhat close to their earlier BPN location.
The squad accepts and heads quickly to the last known location of the truck.
They find two bodies, riddled with bullet holes and picked clean. Luckily, they also find tracks in the refuse and grim showing the way the vehicle went.
Moving down the street towards a warehouse district the squad encounters some members of the Manic Mongoose gang, who uncooperatively tell them to bug off if they cannot pay for information.
So Grundy talks to one of the homeless in the area, trading his SLA Industries issues contraceptives and Klippo lighter for information.
After finding out the location of the truck, 3rd Eye is called in to observe the raid on the warehouse that the thieves are held up in.
Fairamay sneaks in through a sidedoor, Kr'nsh and Hunter head for the roof, Feelgood and Morrigan setup around the back with Grundy and the Media operative at the front.
Inside the warehouse, Fairamay reports the location of the vehicle, 4 DN Armoured people and 3 SHIVERs with a SHIVER APC.
Grundy pounds on the warehouse door and the thieves head for the APC and start closing the door, Fairamay tosses a grenade, too far to have any impact, Kr'nsh rappels in with his KK30 barking, Hunter moves to get in position, Feelgood and Morrigan come in through the back door rolling a grenade under the APC.
The grenade has no effect due to the APC's armour, Fairamay moves to secure the truck, Grundy kicks open the door, the APC starts up, Kr'nsh lands on top of the APC, Feelgood and Morrigan start heading for the sides of the vehicle.
Grundy moves to jump onto the back of the welfare vehicle, with the plan to get a good shot at the APC, and misses the roof, landing in a pile of food in the back of the truck. He quickly recovers and moves out the drivers side to assist with the APC.
Kr'nsh, realizing that he can not do much good on top of the APC with his Power Disc moves towards the drivers hatch, Feelgood and Morrigan manage to get on top of the APC and Grundy is just fast enough to grab onto the back.
Grundy manages to rip open the rear hatch as Morrigan tears open the top hatch and the thieves inside are met with a hail of rounds from Grundy's 603 and Feelgoods FEN AR.
As the driver exits the hail of ricocheting bullets inside the APC Kr'nsh removes his unarmoured head with one swipe from his powerdisc.
Fairamy moves through the open back hatch with her chainaxe as Kr'nsh moves in through the drivers hatch. The two of them finish off the dying thieves.
BPN complete, they call in to have SHIVERs retrieve their missing APC and remove the bodies. The squad returns the Welfare truck to its distribution center and a short 60 second spot of the squad rescuing the food and money that was meant for an orphanage from the evils of DarkNight subversives greats them as they get home.
Not bad for the first session.
Saturday, July 7, 2012
Gearing Up to Game
I miss the weekly gaming session, but with an upcoming schedule change, I believe I can work one out.
In order to run a game, I like to "Gear Up." Simple process really.
Skim the books of the game I am wanting to run, then grab some interesting thing I find and jam that square plot peg into the round setting hole.
This can be the hardest part for some, running the scenario you want to run in a setting that it does not 'fit' in at first glance.
In order to 'Gear Up,' I try and spend some time re-familiarizing myself with the setting, grabbing the books, skimming the system info, reading the important parts of the setting, etc.
The hardest part for me is always settling upon a system. There are many that I just love: d6 from WEG, Omni/Talislanta from Morrigan Press, SLA Industries from Nightfall games...ok, there are really just a couple that I honestly like.
After that, it is just a matter of setting. what do the PLAYERS want, fantasy? Sci-Fi? Pulp? Modern? This can be hard to sort through also, as until you know, you are kind of stuck in what you want to do, and there is a good chance that every player will have a different answer.
When this sort of challenge rears its sick-toothed grin, you have to get everyone to agree on the basics first, of which, I only consider there to be three: Sci-Fi, Fantasy, Modern
My breakdown is fairly simple...powered body armor or space travel? Sci-Fi. Sword and sorcery? Fantasy. iPhone and Jaguar? Modern. Galleon and parrot? Historical.
That is the basic breakdown you want from your players, after that, it starts to get a little convoluted as you start to leave the basic genre and start heading for the niche.
Subgenres. I have talked to people in the past that basically stated I was wrong in this, that so matter what you do with a basic genre, it is always that particular style: fantasy is fantasy, sci-fi is sci-fi, etc.
Looking at the trash spilling from Hollywood, that is obviously wholly misguided.
Sci-Fi genre + gangster subgenre + fantasy races trope = a high powered setting with space travel and organized crime gangs run by malevolent beings (demons, orcs, devils, etc). Wait...was that "The Fifth Element?" I believe it was
Fantasy genre + gangster sub + fantasy races trope = as above, but no space travel, no powered armor or lasers. Maybe one of the crime bosses is a sorcerer of some ability, or an Elf that has a very charming ring...magic is everywhere, and can be used as currency.
Modern genre + gangster sub + fantasy races = Shadowrun...without the magic. Or add in the magic trope of fantasy and VOILA! Full on Shadowrun campaign!
Sci-Fi
Fantasy
Modern
After getting the setting and dressings down, the stage is set. Time for choosing a system.
More to come...
In order to run a game, I like to "Gear Up." Simple process really.
Skim the books of the game I am wanting to run, then grab some interesting thing I find and jam that square plot peg into the round setting hole.
This can be the hardest part for some, running the scenario you want to run in a setting that it does not 'fit' in at first glance.
In order to 'Gear Up,' I try and spend some time re-familiarizing myself with the setting, grabbing the books, skimming the system info, reading the important parts of the setting, etc.
The hardest part for me is always settling upon a system. There are many that I just love: d6 from WEG, Omni/Talislanta from Morrigan Press, SLA Industries from Nightfall games...ok, there are really just a couple that I honestly like.
After that, it is just a matter of setting. what do the PLAYERS want, fantasy? Sci-Fi? Pulp? Modern? This can be hard to sort through also, as until you know, you are kind of stuck in what you want to do, and there is a good chance that every player will have a different answer.
When this sort of challenge rears its sick-toothed grin, you have to get everyone to agree on the basics first, of which, I only consider there to be three: Sci-Fi, Fantasy, Modern
My breakdown is fairly simple...powered body armor or space travel? Sci-Fi. Sword and sorcery? Fantasy. iPhone and Jaguar? Modern. Galleon and parrot? Historical.
That is the basic breakdown you want from your players, after that, it starts to get a little convoluted as you start to leave the basic genre and start heading for the niche.
Subgenres. I have talked to people in the past that basically stated I was wrong in this, that so matter what you do with a basic genre, it is always that particular style: fantasy is fantasy, sci-fi is sci-fi, etc.
Looking at the trash spilling from Hollywood, that is obviously wholly misguided.
Sci-Fi genre + gangster subgenre + fantasy races trope = a high powered setting with space travel and organized crime gangs run by malevolent beings (demons, orcs, devils, etc). Wait...was that "The Fifth Element?" I believe it was
Fantasy genre + gangster sub + fantasy races trope = as above, but no space travel, no powered armor or lasers. Maybe one of the crime bosses is a sorcerer of some ability, or an Elf that has a very charming ring...magic is everywhere, and can be used as currency.
Modern genre + gangster sub + fantasy races = Shadowrun...without the magic. Or add in the magic trope of fantasy and VOILA! Full on Shadowrun campaign!
Basics
Sci-Fi
- Advanced science (weapons, vehicles, space travel, etc)
- Plots centered around daily life
- Usually some background of how we can overcome our differences and work together
- There is no Good or Evil, only shades of gray
- Usually skillset based: Pilot, Mercenary, Diplomat, Scientist, Military
- Examples: Star Trek, Alien, Blade Runner
Fantasy
- Primitive items (torches, swords, metal armor)
- Plots usually involve some epic adventure (killing a dragon, routing an Orc horde)
- Magic, fantasy has some sort of magic, or religion
- Good vs Evil - black and white, orcs bad, elfs good
- Usually class-based: Fighter, Magic, Rogue, Healer types
- Examples: Star Wars, Beastmaster, Dragonslayer
Modern
- Player gear can usually be purchased in the real world
- Real world companies exist
- Usually some sort of survival plot
- Characters can be anything found currently in the world
- Usually skill-based progression
- Examples: Ghostbusters, CSI, Jericho
- Some point in our past history is the stage for the game: Old West, Victorian Europe, Pirate-infested Caribbean, Cold War era, etc
- Historical figures are alive and well, familiarity is not exactly needed
- Loosely based off of history, normally, historical campaigns only present the Hollywood adaptation of the world at that time
- Usually skill or skillset based: Gunslinger, Gambler, Gladiator, Spy
- Examples: James Bond, Pirates of the Caribbean, The Untouchables
- Alien Races
- Monsters
- Horror
- Comedy
- Fantasy Races
- Large Empire vs Rebellion
- Romance
- Superheroes
After getting the setting and dressings down, the stage is set. Time for choosing a system.
More to come...
Sunday, April 24, 2011
Back to the game!
I have missed running SLA Industries over the last few years, but that is the price we pay for being rewarded with children.
Recently, I started a new campaign, so far the plan is episodic focusing mainly on action and the World of Progress itself - no Truth, no 'weird stuff,' just operatives going on BPN's trying to advance.
The PC's as they are now:
Shaktar Death Squad
Ebon Investigator
Ebon Kick Murder
One of the hardest things that players have ever gone through in my games is the choosing of a squad name, surprisingly to me and the other veteran player, squad name took all of about 5 minutes or so: First Aid Kit.
First BPN was your basic sewer crawl and went without a hitch: arrive, enter, get lost, find pigs, kill pigs, go home, get paid.
Of course, I have yet to find all my old SLA notes :)
Recently, I started a new campaign, so far the plan is episodic focusing mainly on action and the World of Progress itself - no Truth, no 'weird stuff,' just operatives going on BPN's trying to advance.
The PC's as they are now:
Shaktar Death Squad
Ebon Investigator
Ebon Kick Murder
One of the hardest things that players have ever gone through in my games is the choosing of a squad name, surprisingly to me and the other veteran player, squad name took all of about 5 minutes or so: First Aid Kit.
First BPN was your basic sewer crawl and went without a hitch: arrive, enter, get lost, find pigs, kill pigs, go home, get paid.
Of course, I have yet to find all my old SLA notes :)
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