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<blockquote data-quote="Von Ether" data-source="post: 1264301" data-attributes="member: 15582"><p>Thanks. I was thinking about it a little more today. I am liking it more in the idea that I'd change the focus of the campaign as the power level goes up. Just some ideas there:</p><p></p><p>Level 1-4: Running From the Law</p><p>At this point in the game, the PC will spend more time dealing with low threats and running from black helicopters. Hopefuly being low level and knowing it, players won't feel eager to rush in and do combat. It will be reminded that one can get XP for overcoming a problem rather than elimanting it.</p><p></p><p>Level 5-7: Setting Up Shop</p><p>At this stage, hopefuly, natural leaders and teamwork will evolve. PC will get in touch with others of their kind and find out that there is a whole potential for an underground. By their own inititive or by NPC sponsors, they will help set up the infrastructure, safe houses, allies, drop off points. Conflict maybe with other more feral Moreau and criminals who are hoping to abuse those without resources (sweatshops, legbreakers, etc.)</p><p></p><p>Levels 8-10: Putting up Resistance:</p><p>Now the group is skilled and trained enough that they may option to take the fight to the goverment. This is where they could fall into the trap of being unintentional terrorists, or can be easly labled as such by goverenment propoganda. They may do big, ballsy operations that could get the local law enforcement involved. And those boys in blue are just doing their job.<strong>edit: addendum</strong> I forgot to add that is may also be the spot where I could use regluar adventures with a twist. The motivation for the usual investigation isn't because the group is the ususal group of P.I. or trouble shooters. The group is hunting down the cause of strange occurances so as to ensure the press and police don't get to nosy and find the PC by accident.</p><p></p><p>Levels 11 &12: Who Invited You To the Party/Campaign Twist?</p><p>At this point, I'd like to make a massive shift in the game. Perhaps an Alien invasion or natural disaster, where suddenly the goverment has a lot more on its plate and there are a lot of refugees are living at the same standard as the PC have done for ages. Do they fight to keep their stuff, share it, or take "normies" in. (Some of this idea is an experiment. A lot of GMs have large villans with tons of henchmen for each challenge rating, but to me the game still feels the same, only the power level increases. I am curious to see if this concept gives a new mood to the game at about the same time most players just go on automatic pilot)</p><p></p><p>Levels 13-?: First For Sport, Now For Survival</p><p>If I did the Alien invasion, this is where I would introduce the second part I talked about. The governement's few Moreau captives would be used as guniea pigs and the "secret" of psi synergy with neural helmets would be discovered. So the PC end up being hunted again, but not for extermination, but for an offer. Suit up to save the Earth and you get ... What would the PCs specificly ask for? Would they be savvy enough to ascertain that their conduct would reflect on future Moreau/governement relations? How should I assign the PC team? With a human miltary officer?, an mixed unit of humans and Moreau? How would you feel if a bear/human creature that piloted a 2 ton suit of power armor with the firepower of tankwas assigned to your squad?</p><p></p><p>Future levels:</p><p>Play out the invasion story line and wrap up the game on a shattering final battle climax.</p></blockquote><p></p>
[QUOTE="Von Ether, post: 1264301, member: 15582"] Thanks. I was thinking about it a little more today. I am liking it more in the idea that I'd change the focus of the campaign as the power level goes up. Just some ideas there: Level 1-4: Running From the Law At this point in the game, the PC will spend more time dealing with low threats and running from black helicopters. Hopefuly being low level and knowing it, players won't feel eager to rush in and do combat. It will be reminded that one can get XP for overcoming a problem rather than elimanting it. Level 5-7: Setting Up Shop At this stage, hopefuly, natural leaders and teamwork will evolve. PC will get in touch with others of their kind and find out that there is a whole potential for an underground. By their own inititive or by NPC sponsors, they will help set up the infrastructure, safe houses, allies, drop off points. Conflict maybe with other more feral Moreau and criminals who are hoping to abuse those without resources (sweatshops, legbreakers, etc.) Levels 8-10: Putting up Resistance: Now the group is skilled and trained enough that they may option to take the fight to the goverment. This is where they could fall into the trap of being unintentional terrorists, or can be easly labled as such by goverenment propoganda. They may do big, ballsy operations that could get the local law enforcement involved. And those boys in blue are just doing their job.[b]edit: addendum[/b] I forgot to add that is may also be the spot where I could use regluar adventures with a twist. The motivation for the usual investigation isn't because the group is the ususal group of P.I. or trouble shooters. The group is hunting down the cause of strange occurances so as to ensure the press and police don't get to nosy and find the PC by accident. Levels 11 &12: Who Invited You To the Party/Campaign Twist? At this point, I'd like to make a massive shift in the game. Perhaps an Alien invasion or natural disaster, where suddenly the goverment has a lot more on its plate and there are a lot of refugees are living at the same standard as the PC have done for ages. Do they fight to keep their stuff, share it, or take "normies" in. (Some of this idea is an experiment. A lot of GMs have large villans with tons of henchmen for each challenge rating, but to me the game still feels the same, only the power level increases. I am curious to see if this concept gives a new mood to the game at about the same time most players just go on automatic pilot) Levels 13-?: First For Sport, Now For Survival If I did the Alien invasion, this is where I would introduce the second part I talked about. The governement's few Moreau captives would be used as guniea pigs and the "secret" of psi synergy with neural helmets would be discovered. So the PC end up being hunted again, but not for extermination, but for an offer. Suit up to save the Earth and you get ... What would the PCs specificly ask for? Would they be savvy enough to ascertain that their conduct would reflect on future Moreau/governement relations? How should I assign the PC team? With a human miltary officer?, an mixed unit of humans and Moreau? How would you feel if a bear/human creature that piloted a 2 ton suit of power armor with the firepower of tankwas assigned to your squad? Future levels: Play out the invasion story line and wrap up the game on a shattering final battle climax. [/QUOTE]
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