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d20 GAMMA WORLD: excerpts, links, Pure Strain Excitement
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<blockquote data-quote="Darrin Drader" data-source="post: 1155377" data-attributes="member: 7394"><p>This is such a cool idea. I would put them seemingly at the center of the catastrophe, locked safely away in a bunker or have them otherwise shielded from the devastation that is unleashed. Make them think that the adventure they're currently on is to prevent a catastrophe. They fail (nothing they can do about it, but try to make them think otherwise). They lose touch with the outside world. Maybe end the session here so that they might have some hope that they can still save the day. Try to give them the impression that this is going to be more like the video game Half-Life.</p><p></p><p>The next session, pick it back up. Advance the timeline as quickly as possible so that the earth can have time to recover (to the extent that its going to). They start running out of food and have to leave their sheltered area. Maybe the shelter they're in was in a heavily protected complex with technology that they weren't previously aware of. Include some robotic assassins, laser traps and strategically placed explosives. When they finally arrive in the outside world they find it a devastated mess, at which point they enter Gamma Terra.</p><p></p><p>At this point assume that (1) the technology that once served is now out of control, (2) people living in radioactive zones are already mutating at an alarming rate (introduce some mildly mutated people at first, but then as time goes by make the mutations more and more aberrant), (3) Introduce organizations that have formed since the fall - both those that benefit what is left of society and those that are sucking dry the corpse that remains. Finally, introduce your meta-plot, whatever that may be.</p><p></p><p>I may use this myself if I get the chance.</p></blockquote><p></p>
[QUOTE="Darrin Drader, post: 1155377, member: 7394"] This is such a cool idea. I would put them seemingly at the center of the catastrophe, locked safely away in a bunker or have them otherwise shielded from the devastation that is unleashed. Make them think that the adventure they're currently on is to prevent a catastrophe. They fail (nothing they can do about it, but try to make them think otherwise). They lose touch with the outside world. Maybe end the session here so that they might have some hope that they can still save the day. Try to give them the impression that this is going to be more like the video game Half-Life. The next session, pick it back up. Advance the timeline as quickly as possible so that the earth can have time to recover (to the extent that its going to). They start running out of food and have to leave their sheltered area. Maybe the shelter they're in was in a heavily protected complex with technology that they weren't previously aware of. Include some robotic assassins, laser traps and strategically placed explosives. When they finally arrive in the outside world they find it a devastated mess, at which point they enter Gamma Terra. At this point assume that (1) the technology that once served is now out of control, (2) people living in radioactive zones are already mutating at an alarming rate (introduce some mildly mutated people at first, but then as time goes by make the mutations more and more aberrant), (3) Introduce organizations that have formed since the fall - both those that benefit what is left of society and those that are sucking dry the corpse that remains. Finally, introduce your meta-plot, whatever that may be. I may use this myself if I get the chance. [/QUOTE]
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