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General Tabletop Discussion
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How to do a doomed, "Halo Reach" type game?
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<blockquote data-quote="Theo R Cwithin" data-source="post: 5327264" data-attributes="member: 75712"><p>It does seem hard to make a "doomed to fail" game work, at least for an entire campaign. On the other hand, as the <em>opening</em> story arc of a larger campaign it seems doable-- for certain players at least. </p><p></p><p>The extreme case would be start off the game with a TPK, (albeit a heroic one), but the opening "dommed" phase could be stretch out to several sessions before the Fates crack down for good. Then the remainder of the campaign is other characters dealing with the aftermath or historical ramification of that opening TPK. Ideally, this aftermath phase of the campaign also resounds with "echoes" of the original characters, if only to bind the two groups together (and provide the GM with hooks grown from seeds planted by the first set of characters). </p><p></p><p>Of course, players would have to be on board from the get go for something like this.</p></blockquote><p></p>
[QUOTE="Theo R Cwithin, post: 5327264, member: 75712"] It does seem hard to make a "doomed to fail" game work, at least for an entire campaign. On the other hand, as the [I]opening[/I] story arc of a larger campaign it seems doable-- for certain players at least. The extreme case would be start off the game with a TPK, (albeit a heroic one), but the opening "dommed" phase could be stretch out to several sessions before the Fates crack down for good. Then the remainder of the campaign is other characters dealing with the aftermath or historical ramification of that opening TPK. Ideally, this aftermath phase of the campaign also resounds with "echoes" of the original characters, if only to bind the two groups together (and provide the GM with hooks grown from seeds planted by the first set of characters). Of course, players would have to be on board from the get go for something like this. [/QUOTE]
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How to do a doomed, "Halo Reach" type game?
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