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Messages - doc_cthulhu

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The Regiment / Re: The Regiment // Enemy Unknown
« on: November 25, 2014, 06:26:07 AM »
Added the sniper from 2.1 and now he needs a death move. Suggestions?

The Regiment / Re: The Regiment // Enemy Unknown
« on: November 24, 2014, 05:53:08 AM »
This is what I have come up (heavily influenced by starting mission of the Colonial Marines):



About a month ago first confirmed alien contact happened at Siberia, Russia. Soon we had multiple hostiles moving all around to globe so a global task force was established to take down the threat. The strike force code named “Crimson Strike” works to prevent the extraterrestrial threat of dangering the lives of civilians.

The Mission
Your squad has been selected to take down one of the enemy’s scout ships. Bring it down and secure the perimeter by force.

Eliminate hostile threats and recover all possible intel on this alien threat.

This mission is tagged as CRIMSON level security threat, highest priority. Intel on the area, hostiles and their craft are minimal. You Officer will have all available intel on a datapad.

+INTEL bonus: You have access to global data network for local maps.

Rendezvous at the extract point only when extraterrestrial threats have been eliminated.

(1) SR-77H Troop transport aircraft (TTA)
(1) Squad from platoon

+MOBILITY bonus: Aerial insertion of squad via SR-77H dropship at location of your choosing (see terrain map). Plus aerial extraction on your signal.

The Regiment / The Regiment // Enemy Unknown
« on: November 24, 2014, 04:48:22 AM »
So after this summer's initial test on the Regiment rules set I decided to try out something a little different. Next Monday I'll be running a mission that takes place "Now" and deals with one of the first contacts with hostile alien lifeforms.

I posted about this on the Google+ community to get ideas and advices (with quite good results I might add) but since most of my players visit it more often than this forum I think I should open a discussion here too.

The plan for the session is quite simple in structure. The players have been sent to wipe out an enemy scout vehicle. The mission begins with shooting down the UFO with the aerial combat determining how to Engage the site. At this point it just means that either they will shoot down the UFO or it will drop them. In any case the squad will encounter the aliens.

As we have had some success with scenarios making a linked campaign I'm considering this to be "the 1st mission". Other may follow or not. Depending on how the action turns out and how the players liked the whole thing. The whole session is heavily influenced by XCOM PC-game series but most likely I will use it only as inspirational material so my players cannot relay on their OOC information.

All comments and ideas are more that welcome!

brainstorming & development / Re: Wayward Sons
« on: June 29, 2014, 12:42:47 PM »
I'm now considering of returning to this hack from a different point of view.

This time I'm interested in creating a hack that draws inspiration from Conspiracy X/Delta Green (and quite possibly XCOM). The discussion started HERE and it got me thinking that maybe I should actually do this.

Things I'm currently thinking:
- Cell generation as the beginning step of the campaign (something similar to Conspiracy X)
- Strings (borrowed from Urban Shadows, debt were called strings earlier, right?)
- Replacing "trust" with "bonds"
- Re-thinking the basic moves and stats
- Playbooks maybe covering the various different entry points to the "Bureau" (similar to Conspiracy X)

I'm also thinkin wether I should use the normal 2d method or tweak it a bit so that players get to roll more dice (who doesn't love dice?!).

Original work will be incorporated most likely as an alternative "faction".

Uncharted Worlds / Re: Design: Careers, Origins, Skills
« on: June 27, 2014, 12:46:13 AM »
Getting EXP for each roll will certainly break the game sooner than later. Unless you want the characters to exp out in a single nights session or just kill them when they miss a roll. I went with "an exp for each roll with certain stat approach" with my hack. For one session. One player managed to accumulate 12 exp powerplaying the stat.

Uncharted Worlds / Re: Design: Careers, Origins, Skills
« on: June 24, 2014, 01:02:23 AM »
I think it really just increases the ante of the situation. Players have to decide wether they need the exp or success.

Uncharted Worlds / Re: Social moves
« on: June 23, 2014, 03:30:25 PM »
I think I also pointed out this. I can understand the you as a developer do not like inter-party conflicts. However AW is a game of inter-party conflicts and because of that I (for one) would assume most players would be searching for this kind of move if it was not there. Maybe including it as a peripheral move (as in "you may include this in your games if you think it makes sense") would be a good idea.

brainstorming & development / Re: Monster Force Terra
« on: June 22, 2014, 12:54:13 AM »
Ah. Somehow missed the healing when getting what it wants. Thanks!

brainstorming & development / Re: Monster Force Terra
« on: June 21, 2014, 01:05:50 AM »
Is there any other way to heal damage than Face Defeat? Can't find any.

brainstorming & development / Re: Monster Force Terra
« on: June 21, 2014, 12:56:10 AM »
To be fair I never though that MFT would be something else than what As If said. I'll most likely run it as such anyway.

edit: Also I can make a "most likely" prediction of our game: RAW reads "If you are killed, you can save or destroy one other thing: narrate how you do so, that narration cannot be overturned by any other narration, action or moves during this session." I can totally see someone destroying the world as their dying action... :D

brainstorming & development / Re: Monster Force Terra
« on: June 20, 2014, 01:46:09 PM »
For crying out loud! I promised my playing group we would be playing this next Wednesday and finish of the night with a little King of Tokio. Now I cannot find the fourth draft!

Uncharted Worlds / Re: Design: Careers, Origins, Skills
« on: June 20, 2014, 08:10:21 AM »
I'm with Simon JB in that the it is AW's style to award EXP for trying (ie. failing). When trying out my own hack my players were always most excited about "situation escalates" outcomes and I noticed that the story actually evolves much better when the characters try to do things to do not necessarily excel in (ie. +1exp for failing certain rolls).

Uncharted Worlds / Re: Design: Careers, Origins, Skills
« on: June 18, 2014, 12:26:24 AM »
The advance system still sounds a bit overly complicated. I know that basic character development would be a neat thing but you have to consider that as the original work was not founded on such adding it on at a later point can become difficult. The best thing in this matter has been in Dungeon World. You could probably add a sheet for each career and allow characters to pull moves from them as they advance. But since you have a larger base of careers and each character has more than one this might also prove difficult.

Maybe you could do something a bit similar than in Lady Blackbird? Turn the careers into "keys" with "whenever you act accordingly to you career mark one exp." (or something similar). This would steer the players to act their characters according to their career. The advances could then be used to a broad list of new moves (that could have tags for suitable careers and amount of experience?). This way the players could get a character they like and I guarantee they would be going through these advancement list each session (you could actually write them in a way that the player would need to "hit a certain trigger event" before they could buy them).

Moving the Quarters out from the skills is a good idea. I would maybe put them into the trappings section so that the players would have to choose between quarters and something else. Or maybe you could provide them with a list of possible quarters with different tags (good security, but limited space / bad security, large space etc.)?

Uncharted Worlds / Re: Design: Careers, Origins, Skills
« on: June 06, 2014, 07:10:45 AM »
I think the change in the crew mechanics might seems a great move. I for one do not like to have additional NPCs in my games but can understand why most/some do. This gives a clean option for including them and does not "force" them on all careers.

Yes. Though my experience as a player is a bit limited also as it has been over a decade since I was a player in a scifi game.

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