The Edge
First Post
Heres a setting I don't think many will have tried out.
Anyone played the old PC game X-Com Apocylapse? I'm gonna have a go at a campain based on it.
Really I'm just looking for a fun easy campain, the focus on action, light on roleplaying and story. The players (my two brothers) will play squad leaders of their team of X-Com agents. They will also control the squad, but generaly only for combat and such, they probably wont be roleplaying the other soldiers. They may need to do things like calming down their troops as nerves start to get a bit frayed.
It will prety much all be mission based, I give em a brief, they choose some gear, and go in and clear the area of aliens as is the X-Com tradition. It will also be cool to be able throw in some extra misson objectives and events that don't happen in the game. If it go's well then I'm planning on the posibility of 'calling in reinforcements'; ie, inviteing some others to play another squad in a bigger session. The players can roleplay as much as they feel like. I'll leave it to them to see how much character they put into the game, or whether they just want to role some dice.
It shouldn't be too taxing to GM, but there are a few things I need to work out.
> Classes and levels. An advanced class for X-Com agent or something like that? What level to start at? Im thinking 4 at the moment.
> Alien statistics. Should be fairly simple for most, although some like the brain suckers may take a little extra attention to play well.
> Weaponry and equipment. Another easy task.
> Maps and missions. No shortage of ideas, but I'm going to need a lot of squared paper, and they may take a while to design. Im no arcitect, and it just wouldnt be true to the game to cram the players in some small set of rooms.
> Psychic abilities. I know one player wants to play a mutant, and therefore I need to be sure of how to handle psychic powers. I could just use D20 moderns psion rules as they are, but they're not quite in line with X-Coms. This might be the hardest problem to address, or I may just have to put up with it, after all I wanted something low hassle.
So, any thoughts? Ideas about the psychic matter especialy apreciated.
(It really was a great old game. Oh how I smiled with glee as my agents bring an entire building crashing down, packed with aliens. And how I regreted it when the owners demanded I repay them for their lost building.
)

Anyone played the old PC game X-Com Apocylapse? I'm gonna have a go at a campain based on it.
Really I'm just looking for a fun easy campain, the focus on action, light on roleplaying and story. The players (my two brothers) will play squad leaders of their team of X-Com agents. They will also control the squad, but generaly only for combat and such, they probably wont be roleplaying the other soldiers. They may need to do things like calming down their troops as nerves start to get a bit frayed.
It will prety much all be mission based, I give em a brief, they choose some gear, and go in and clear the area of aliens as is the X-Com tradition. It will also be cool to be able throw in some extra misson objectives and events that don't happen in the game. If it go's well then I'm planning on the posibility of 'calling in reinforcements'; ie, inviteing some others to play another squad in a bigger session. The players can roleplay as much as they feel like. I'll leave it to them to see how much character they put into the game, or whether they just want to role some dice.
It shouldn't be too taxing to GM, but there are a few things I need to work out.
> Classes and levels. An advanced class for X-Com agent or something like that? What level to start at? Im thinking 4 at the moment.
> Alien statistics. Should be fairly simple for most, although some like the brain suckers may take a little extra attention to play well.
> Weaponry and equipment. Another easy task.
> Maps and missions. No shortage of ideas, but I'm going to need a lot of squared paper, and they may take a while to design. Im no arcitect, and it just wouldnt be true to the game to cram the players in some small set of rooms.
> Psychic abilities. I know one player wants to play a mutant, and therefore I need to be sure of how to handle psychic powers. I could just use D20 moderns psion rules as they are, but they're not quite in line with X-Coms. This might be the hardest problem to address, or I may just have to put up with it, after all I wanted something low hassle.
So, any thoughts? Ideas about the psychic matter especialy apreciated.
(It really was a great old game. Oh how I smiled with glee as my agents bring an entire building crashing down, packed with aliens. And how I regreted it when the owners demanded I repay them for their lost building.
