Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Setting Idea: d20 Modern crossed with CoC d20... trapped beyond time and space
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="BlackJaw" data-source="post: 1132873" data-attributes="member: 888"><p>So how does the game play for a PC?</p><p></p><p>Well the best place to start would be with the Mars base. Set it up as a near-future RPG. Most PCs will take to standard modern/sci-fi archetypes easily. Make them all part of a space-marine corp unit. Pilot, scientist, medic, tech-geek, and all with some combat training to make them all believable in that role.</p><p></p><p>The first adventure plays out like a Doom or quake game. They show up in an out-dated mars base that has been overrun with nasty things for 3 months. Start with empty rooms, signs of carnage, then the first zombie or sub-human nazi. Make sure the PCs don’t figure out the Nazi thing at first unless they are very very observant. Maybe they think mutants. Maybe they think aliens, who knows. Maybe zombies off the bat, but eventually they get hit by big nasty things not of this world, and they discover a gate... maybe just after they go through it and get themselves stranded.</p><p></p><p>The rest of the game is a big long struggle to get back home to earth. A long the way you have to deal with a growing army of Neo-Nazi sub-humans armed with advanced industrial technology. Ruled by highly intelligent and insane inbred Nazi scientists bent on returning to Earth en mass with nasty monsters (maybe some industrial upgraded monsters)</p><p></p><p>Also you got a mostly barren stone landscape complete with labyrinthine tunnels as your primary method of travel between locations... and most locations are the mostly abandoned towers, castles, crypts, workshops, and fortresses of ancient wizards. Loaded with traps, monsters, and insanity filled books. The other locations are Neo-Nazi bases, mining facilities, breeding camps, factories, barracks, labs and the occasional lair of an outer-spawn.</p><p></p><p>You got some nice 3 way action between the few remaining wizards (mostly lone powerful figures with a cult of humans gathered from generations of survivors of various time/space accidents), the outer-spawn former wizard slaves (individual powerful “monsters” as well the groups of lesser ones), and hordes of industrial Nazi grunts (lots of gun totting idiots that speak bad German).</p><p></p><p>You also get some interesting unique sites and people, like the wreckage of the FLT ship… which might now be filled with undead the guard a possible way home... or which might be small community of humans (now many generations removed from the original crash survivors). Other spots/groups include the Russians not killed by monsters but where sucked into the reality & their nukes! Also dark-age level characters and locations. Small villages possessed by mind-control things, etc. I’d also like to throw in an odd city block or two from various time periods etc, now completely empty of all life... as if everyone just got up and left leaving everything as it was… then aged 300 years. Not sure how to justify that though. Then again, why would I need to justify everything?</p><p></p><p></p><p>PCs get their gear from what they start with, and what they can scavange. Neo-Nazi guns and ammo would be high on the “easy to come by” list but in a sort of Post-apocalypse sort of way, you’d hang on to those energy weapons from the lost FLT ship from the future, and pick up some medieval weapons from any number of sources... for when ammo goes low. As characters die, or go crazy, you could start replacing them with characters from other time periods. Stranded sailors from the Philadelphia Experiment, witch hunters from the dark ages, etc. The sanity rules would take a heavy toll in game with few places to rest and get away from the nastiness. No Asylums or medical care to come by very often.</p><p></p><p>I’d want a gritty claustrophobic feel to everything. No large open spaces, only tunnels, and bases and towers, many of which are underground or under the false sky when on the “surface” of the giant misshaped (impossibly shaped) asteroid of reality. Attempts to map the tunnels taken or where things are would show impossible connections and travel distances.</p></blockquote><p></p>
[QUOTE="BlackJaw, post: 1132873, member: 888"] So how does the game play for a PC? Well the best place to start would be with the Mars base. Set it up as a near-future RPG. Most PCs will take to standard modern/sci-fi archetypes easily. Make them all part of a space-marine corp unit. Pilot, scientist, medic, tech-geek, and all with some combat training to make them all believable in that role. The first adventure plays out like a Doom or quake game. They show up in an out-dated mars base that has been overrun with nasty things for 3 months. Start with empty rooms, signs of carnage, then the first zombie or sub-human nazi. Make sure the PCs don’t figure out the Nazi thing at first unless they are very very observant. Maybe they think mutants. Maybe they think aliens, who knows. Maybe zombies off the bat, but eventually they get hit by big nasty things not of this world, and they discover a gate... maybe just after they go through it and get themselves stranded. The rest of the game is a big long struggle to get back home to earth. A long the way you have to deal with a growing army of Neo-Nazi sub-humans armed with advanced industrial technology. Ruled by highly intelligent and insane inbred Nazi scientists bent on returning to Earth en mass with nasty monsters (maybe some industrial upgraded monsters) Also you got a mostly barren stone landscape complete with labyrinthine tunnels as your primary method of travel between locations... and most locations are the mostly abandoned towers, castles, crypts, workshops, and fortresses of ancient wizards. Loaded with traps, monsters, and insanity filled books. The other locations are Neo-Nazi bases, mining facilities, breeding camps, factories, barracks, labs and the occasional lair of an outer-spawn. You got some nice 3 way action between the few remaining wizards (mostly lone powerful figures with a cult of humans gathered from generations of survivors of various time/space accidents), the outer-spawn former wizard slaves (individual powerful “monsters” as well the groups of lesser ones), and hordes of industrial Nazi grunts (lots of gun totting idiots that speak bad German). You also get some interesting unique sites and people, like the wreckage of the FLT ship… which might now be filled with undead the guard a possible way home... or which might be small community of humans (now many generations removed from the original crash survivors). Other spots/groups include the Russians not killed by monsters but where sucked into the reality & their nukes! Also dark-age level characters and locations. Small villages possessed by mind-control things, etc. I’d also like to throw in an odd city block or two from various time periods etc, now completely empty of all life... as if everyone just got up and left leaving everything as it was… then aged 300 years. Not sure how to justify that though. Then again, why would I need to justify everything? PCs get their gear from what they start with, and what they can scavange. Neo-Nazi guns and ammo would be high on the “easy to come by” list but in a sort of Post-apocalypse sort of way, you’d hang on to those energy weapons from the lost FLT ship from the future, and pick up some medieval weapons from any number of sources... for when ammo goes low. As characters die, or go crazy, you could start replacing them with characters from other time periods. Stranded sailors from the Philadelphia Experiment, witch hunters from the dark ages, etc. The sanity rules would take a heavy toll in game with few places to rest and get away from the nastiness. No Asylums or medical care to come by very often. I’d want a gritty claustrophobic feel to everything. No large open spaces, only tunnels, and bases and towers, many of which are underground or under the false sky when on the “surface” of the giant misshaped (impossibly shaped) asteroid of reality. Attempts to map the tunnels taken or where things are would show impossible connections and travel distances. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Setting Idea: d20 Modern crossed with CoC d20... trapped beyond time and space
Top