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<blockquote data-quote="Imaculata" data-source="post: 8201980" data-attributes="member: 6801286"><p>I've recently had the idea for a Nightmare Creatures campaign, based on the Playstation 1 game of the same name. The players would be a variety of paranormal investigators with combat skills, trying to stop the evil sorcerer Adam Crowley from flooding London in 1834 with his demonic brood of monsters.</p><p></p><p>As I currently envision it, there would be a strategic element to this campaign. As Crowley spreads his influence, he tries to take control of various buroughs of victorian London. The players respond to monster sightings and limited intel, but through completing missions they can recruit new spies, soldiers and scientists to help them deal with the growing threat. </p><p></p><p>I want it to have some things in common with Xcom, where players can bring back corpses of new monsters and magic artifacts, to improve their own capabilities. Studying a monster may reveal its immunities, weaknesses and special abilities. Or it may aid in the development of new weapons. Of course this would mean I would also need to think of tech trees.</p><p></p><p>Likewise, Crowley may take hold of places of power, graveyards that help build his army, and recruit powerful allies. He may also attempt to kill valuable npc's before the players can recruit them. And I think this overlap between player and villain objectives could create a very organic and suspenseful unique play experience.</p><p></p><p>The hardest thing to work out, is how to track how Crowley and his followers undertake missions of their own, and keep this balanced. Do the players only know of Crowley's plans if they happen to have a spy in that part of the city? How fast should Crowley's evil spread? Does he complete a mission each day, and is he automatically succesful if the players do not interfere? Or should there be a roll to determine if he succeeds? Can the players stop Crowley from taking the city, or should it be inevitable that Crowley eventually takes the fight to their headquarters? Or should there be an upward curve, where things start pretty hopeless, but as the players eliminate key targets and recruit more people, they can eventually gain the upper hand?</p><p></p><p>This stuff is really difficult to balance.</p></blockquote><p></p>
[QUOTE="Imaculata, post: 8201980, member: 6801286"] I've recently had the idea for a Nightmare Creatures campaign, based on the Playstation 1 game of the same name. The players would be a variety of paranormal investigators with combat skills, trying to stop the evil sorcerer Adam Crowley from flooding London in 1834 with his demonic brood of monsters. As I currently envision it, there would be a strategic element to this campaign. As Crowley spreads his influence, he tries to take control of various buroughs of victorian London. The players respond to monster sightings and limited intel, but through completing missions they can recruit new spies, soldiers and scientists to help them deal with the growing threat. I want it to have some things in common with Xcom, where players can bring back corpses of new monsters and magic artifacts, to improve their own capabilities. Studying a monster may reveal its immunities, weaknesses and special abilities. Or it may aid in the development of new weapons. Of course this would mean I would also need to think of tech trees. Likewise, Crowley may take hold of places of power, graveyards that help build his army, and recruit powerful allies. He may also attempt to kill valuable npc's before the players can recruit them. And I think this overlap between player and villain objectives could create a very organic and suspenseful unique play experience. The hardest thing to work out, is how to track how Crowley and his followers undertake missions of their own, and keep this balanced. Do the players only know of Crowley's plans if they happen to have a spy in that part of the city? How fast should Crowley's evil spread? Does he complete a mission each day, and is he automatically succesful if the players do not interfere? Or should there be a roll to determine if he succeeds? Can the players stop Crowley from taking the city, or should it be inevitable that Crowley eventually takes the fight to their headquarters? Or should there be an upward curve, where things start pretty hopeless, but as the players eliminate key targets and recruit more people, they can eventually gain the upper hand? This stuff is really difficult to balance. [/QUOTE]
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