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Ok, can someone explain the "mook rule"
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<blockquote data-quote="Sir Whiskers" data-source="post: 1347796" data-attributes="member: 6941"><p>I had never heard of mook rules prior to this thread, but I can say I've run a campaign where the villains were mostly mooks. I based it on the books <em>Blackcollar</em> and <em>The Backlash Mission</em> by Timothy Zahn. Basically, Earth and its colonies were at war with an alien race which is physically superior to homo sapiens. A relatively small number of human soldiers were modified to be faster, stronger, etc. and given intensive training in martial arts and small unit tactics. The war is lost, the human planets are occupied, and the few remaining blackcollars go into retirement. Many years later they start a guerilla war with the aliens, trying to free their people.</p><p></p><p>The interesting thing about the campaign was that the pc's won every single battle (even the ones I thought they would surely lose), but had a great deal of difficulty advancing their aims. The whole point was that it didn't matter how many mooks (humans working with the aliens) they took out - they had to figure out how to break the aliens' hold on the conquered planets. The campaign stopped due to busy schedules, but not before the players finally started thinking like a resistance movement and acted accordingly.</p><p></p><p>This is one way to challenge players in a mook-centered campaign. Winning battles isn't the way to win. Learning which battles to fight and win is.</p></blockquote><p></p>
[QUOTE="Sir Whiskers, post: 1347796, member: 6941"] I had never heard of mook rules prior to this thread, but I can say I've run a campaign where the villains were mostly mooks. I based it on the books [I]Blackcollar[/I] and [I]The Backlash Mission[/I] by Timothy Zahn. Basically, Earth and its colonies were at war with an alien race which is physically superior to homo sapiens. A relatively small number of human soldiers were modified to be faster, stronger, etc. and given intensive training in martial arts and small unit tactics. The war is lost, the human planets are occupied, and the few remaining blackcollars go into retirement. Many years later they start a guerilla war with the aliens, trying to free their people. The interesting thing about the campaign was that the pc's won every single battle (even the ones I thought they would surely lose), but had a great deal of difficulty advancing their aims. The whole point was that it didn't matter how many mooks (humans working with the aliens) they took out - they had to figure out how to break the aliens' hold on the conquered planets. The campaign stopped due to busy schedules, but not before the players finally started thinking like a resistance movement and acted accordingly. This is one way to challenge players in a mook-centered campaign. Winning battles isn't the way to win. Learning which battles to fight and win is. [/QUOTE]
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Ok, can someone explain the "mook rule"
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