Psions Psecond World Pstoryline

Psion

Adventurer
Hey all, I am currently running a Second World campaign. For those not familiar, the second world campaign depicts two parallel worlds, one pretty much our modern earth (where magic does not work well), and one that is geographically similar, but fantasy in nature.

I have been bouncing a storyline around in my head, failed to prepare this week, so announced to my players that I was planning on returing to a dungeon crawl in which the PCs got thoroughly thrashed last game. The look on the faces of one player told me that was not a good idea.

So I winged the ill forumulated plan in my head instead. It worked out fairly well -- which should not surprise me, since I typically feel like I am more in my element when running my own adventures than published ones. However, this sort of committed me to rolling ahead with this campaign, and I do feel that I run things better when I know where I am going and could use some help developing some ideas more rapidly than I had anticipated.

I am building this campaign with three basic goals:
1) Spend some time in the first world (i.e., modern). For those not familiar, most PC types in the second world setting are "exiles" and can only spend a limited amount of time in the first world before they are shunted back. However, it seems to me the modern adventures have the most unique flavor so I want to do more.
2) Spend some time in Second World Japan. In the second world, Japan is an region associated with the power of elemental lightining. Elemental lightning is harnessed and makes technomagic possible. The book is vague about what Japan is like, but I envision something like Midgar in FFVII, a land dominated by a single powerful company, and with robots and rayguns (I will be using perpetrated's Arsenal and Factory for this.)
3) Spend some time developing the idea of rival "Dragon Slayer Guilds" which operate in the western Second World US, which is dominated largely by dragons.

I was planning on making the adventure a little clue chase, following a number of exchanges, which I actually started last session. The PCs were hired by BlueCon, a major corporation in new york concerned about maintaining the status quo. Recently, the anarchist movement has been seeing one of their more violent factions armed with magical firearms (from Arsenal). BlueCon found this out, and when they followed some members, they found some of them were making some sort of deals in the first world.

The central edifice I was going to use to drive the story was a string of connections that the party has to follow to unravel the mystery of what is going on. The essential dark is that the Ved Qayat/Army of Tresspass is fomenting rebellion in New York so it can gain legitimacy as a stabilizing force and/or where it can weaken the city to the point it can take over.

The involved oganizations and their connections are:

Army of Tresspass: Provides money and support to the anarchists.

Anarchists:
Receives money from Army of Tresspass
Trades money with red society in exchange for first world weapons, in order to hire their services for the first world mob.
Trades first world weapons for second world (japanese) magical firearms to arm itself.

Red Society:
Provides first world weapons to the red society in exchange for hits on first world targets. (Since 2nd worlders shunt out of the first world in less than 24 hours and typically are difficult to record or even remember, they make great untraceable killers.)
Sells first world weapons to the anarch syndicate for money.

Unamed first world mob family:
Trades first world weapons that it obtains through its channels for the red societies assassination services.

Dragonslayers guilds:
There are multiple guilds, and they are competitive, but also lay low so as to avoid the notice of intelligent dragons. One particular guild hires first world military and trains them as metal wardens to use first world weapons as a tool against dragons. In the meantime, they are selling their services overseas to eliminate good dragons that the Naidanshi corporation 2nd world Japan see as a nuissance and a threat to their dominance.

Guild trades magic weapons for normal weapons to use against magic (and often, energy) resistant dragons.
Trades services to Naidanshi corporation in exchange for magic weapons.

Naidanshi corporation:
Trades magic weapons with the Dragonslayer guild for services of eliminating good dragons.

That's the heart of the plot, but details are lacking. What I am looking for is primarily reasons that the players would have to explore a majority of the chain; it seems to me the driving secret is Tresspass' involvement; once that is discovered, they may have no reason to explore the dragonslayer/Naidanshi leads. I could also use ideas for subplots and futher involvement anywhere along the chain.
 

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Personally, a lot of my most enjoyable games have run with a lot of winging it. That's more work in D&D though since I generally like more detailed stat blocks. Once I get a nice sized set of stock NPCs together that becomes more manageable and I just pull them out depending on what the players do.

It looks like the action's spread around. That can make it more challenging in a fantasy setting since movement is such a chore. Perhaps if the players ally with a First World group ro a Second World group with First World resources and regular access to a shift gate they could pop over to the other side, travel to the target sites, then shift gate or shunt back to the place where they'll do some work. Tokyo would certainly have a few shift gates and organization bases. Perhaps HabRec-7 could have a shift gate in Cheyenne Mountain for some dragon fighting action.

Also, I've noticed in my D&D games that its pretty easy for something to turn into a fairly long campaign arc (like my group winding up running through both Rappan Athuk and Tomb of Abysthor). By the time they finish off that section they've gone up some 8 to 12 levels and the game has entered a different sphere. At high levels, though, things slow down and the players can bounce around the world a lot more. Moreover, it becomes even more valuable to have broad outlines and allow flexibility in player actions since it's so hard to predict what they're going to do. Anyway, maybe it's just a matter of letting the players evolve into the big hook of the campaign.
 

Thanks for the input Steve.

As I mentioned in the mailing list, I am planning on using the dragon templates from your recent dragon article as it works well with the dragonslayer thingy. The PCs are 4th level, so a little low level for any real dragonslaying. However, the non-combat outs that most of them have would be great for my group.

As for shift gates: in the last game, the players have already found first world operations for Naidanshi corp. I'm hoping they take a plane ride to Japan, where they will discover a shift gate to 2nd world Naidanshi corp's building. ;)

However, I will be putting this all on the back burner for a while, as we are shifting gears for a few weeks.
 

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