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<blockquote data-quote="DeviousQuail" data-source="post: 8756173" data-attributes="member: 7025431"><p>For the players as a group you could go with refugees from another area. Perhaps DC got overrun by the main army of the Sea People and they've come to the commonwealth only to find more of them.</p><p></p><p>Another option is a group hired by the Institute to find something far from the commonwealth. They've come back only to find the Institute destroyed and massive changes to what they knew. They don't have to have been members of the Institute but they have a long journey to tie them together. Perhaps they get jumped by the Sea People as their looking for Institute remnants. </p><p></p><p>Last one if you're looking for something weird. They are all Institute creations. Human, synth, supermutant, ghoul, or whatever. The players don't know this. Have them make backstories, connections, the works. Then one day the Sea People are after them because they learned the truth and think they can get the info they want from their DNA. Revealing their lives are false should be fun.</p><p></p><p>As for the campaign, I'm a big fan of bad guys that have an obvious goal that everyone knows and a secret goal to be discovered later. Sticking with the Sea People you could have them be like the BoS. They are looking for advanced tech but unlike the BoS they are like locusts. Scour areas, take anything they find valuable, and leave destruction in their wake. The reason they are actually doing this is to find the bio-lab and get to reproducing. </p><p></p><p>As for the remaining factions the railroad might be split on the Sea People because their goal is understandable but their methods suck. Some might want to help them so that they can get what they want and leave before they destroy too much. Others disagree but that means more war. The Minutemen are frustrated because they finally achieved peace only to have that threatened right away. They have to deal with the Sea People while also ensuring trade route safety, food supply, burgeoning political stuff, etc. The BoS are adamantly opposed to the Sea People but their position in the commonwealth sucks and they are making it worse for everyone by racing against the Sea People to recover tech even though the Sea People are really only interested in a specific set of tech. The Institute is in shambles and cells have formed from the survivors. They are varied in their goals and outlooks. Think Followers of the Apocalypse, chem dealers, xenophobic communes, and terrorists out for revenge.</p></blockquote><p></p>
[QUOTE="DeviousQuail, post: 8756173, member: 7025431"] For the players as a group you could go with refugees from another area. Perhaps DC got overrun by the main army of the Sea People and they've come to the commonwealth only to find more of them. Another option is a group hired by the Institute to find something far from the commonwealth. They've come back only to find the Institute destroyed and massive changes to what they knew. They don't have to have been members of the Institute but they have a long journey to tie them together. Perhaps they get jumped by the Sea People as their looking for Institute remnants. Last one if you're looking for something weird. They are all Institute creations. Human, synth, supermutant, ghoul, or whatever. The players don't know this. Have them make backstories, connections, the works. Then one day the Sea People are after them because they learned the truth and think they can get the info they want from their DNA. Revealing their lives are false should be fun. As for the campaign, I'm a big fan of bad guys that have an obvious goal that everyone knows and a secret goal to be discovered later. Sticking with the Sea People you could have them be like the BoS. They are looking for advanced tech but unlike the BoS they are like locusts. Scour areas, take anything they find valuable, and leave destruction in their wake. The reason they are actually doing this is to find the bio-lab and get to reproducing. As for the remaining factions the railroad might be split on the Sea People because their goal is understandable but their methods suck. Some might want to help them so that they can get what they want and leave before they destroy too much. Others disagree but that means more war. The Minutemen are frustrated because they finally achieved peace only to have that threatened right away. They have to deal with the Sea People while also ensuring trade route safety, food supply, burgeoning political stuff, etc. The BoS are adamantly opposed to the Sea People but their position in the commonwealth sucks and they are making it worse for everyone by racing against the Sea People to recover tech even though the Sea People are really only interested in a specific set of tech. The Institute is in shambles and cells have formed from the survivors. They are varied in their goals and outlooks. Think Followers of the Apocalypse, chem dealers, xenophobic communes, and terrorists out for revenge. [/QUOTE]
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