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<blockquote data-quote="Tolen Mar" data-source="post: 4041308" data-attributes="member: 1295"><p>I'm DMing (at least until the middle of march...) an alt.history game. We're using the SilCORE rules. They are ok, but I'll definately be switching to something else for the next campaign.</p><p></p><p>Anyway, I fell in love with dream pod 9's Gear Krieg setting, so I took the information from the handful of books I have and created my own story. </p><p></p><p>Basically, it's 1938. Hitler is in power, and has been expanding his territory. No one believes that he is not developing new technology for war (in other words, we all know he's ignoring the Treaty of Versailles, but we all pretend we don't). </p><p></p><p>The campaign so far has had two adventures, with a third to start tomorrow. So far, our PC's (one a pilot of a cargo plane who makes runs between the Nile Delta and anywhere within reach of his plane, and the other a linguist from Columbia university), have managed to uncover a massive airship being built in the desert on a base that no one knew was there. They don't know it yet, but the airship is just the first of many, intended to be massive bomb carriers. The past two sessions have involved everything from escorts by German fighter planes, commando raids on hidden bases, and attempted assassinations.</p><p></p><p>So far, its all plausible. But wait, there's more. They are in possesion of both a Jet pack (ala the Rocketeer), and a lightning gun. They have seen one German walker (think mecha, but with a swastika), and encountered a Nazi zombie.</p><p></p><p>Tomorrow, they head to the Congo region to investigate a city built on one of the mountains. Its ancient, but is also of Inca design. They'll find a gate that if they can activate it, will allow them to instantly transport to any place in the world where another gate resides. Of course, once they learn all of this..guess who will show up? </p><p></p><p>I've been playing fast and loose with everything from historical timelines (in Gear Krieg walkers weren't efficient killing machines until the 40's), to technologies (full auto machine guns, anyone?), and even geography (they have been operating out of Cairo, but at one point during one of their flights, I told them they could see the jungle from here...).</p><p></p><p>Its all been a blast, and while I think the rules are too simplistic to stick with, they at least let me wing it a lot and it seems to fit my style of DMing well enough. Everyone voted for a pulp style game, and now they want less 'Indiana Jones meets Hitler' and more 'Indiana Jones explore exotic locales.'</p><p></p><p>Hey, if it keeps them coming back...<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Tolen Mar, post: 4041308, member: 1295"] I'm DMing (at least until the middle of march...) an alt.history game. We're using the SilCORE rules. They are ok, but I'll definately be switching to something else for the next campaign. Anyway, I fell in love with dream pod 9's Gear Krieg setting, so I took the information from the handful of books I have and created my own story. Basically, it's 1938. Hitler is in power, and has been expanding his territory. No one believes that he is not developing new technology for war (in other words, we all know he's ignoring the Treaty of Versailles, but we all pretend we don't). The campaign so far has had two adventures, with a third to start tomorrow. So far, our PC's (one a pilot of a cargo plane who makes runs between the Nile Delta and anywhere within reach of his plane, and the other a linguist from Columbia university), have managed to uncover a massive airship being built in the desert on a base that no one knew was there. They don't know it yet, but the airship is just the first of many, intended to be massive bomb carriers. The past two sessions have involved everything from escorts by German fighter planes, commando raids on hidden bases, and attempted assassinations. So far, its all plausible. But wait, there's more. They are in possesion of both a Jet pack (ala the Rocketeer), and a lightning gun. They have seen one German walker (think mecha, but with a swastika), and encountered a Nazi zombie. Tomorrow, they head to the Congo region to investigate a city built on one of the mountains. Its ancient, but is also of Inca design. They'll find a gate that if they can activate it, will allow them to instantly transport to any place in the world where another gate resides. Of course, once they learn all of this..guess who will show up? I've been playing fast and loose with everything from historical timelines (in Gear Krieg walkers weren't efficient killing machines until the 40's), to technologies (full auto machine guns, anyone?), and even geography (they have been operating out of Cairo, but at one point during one of their flights, I told them they could see the jungle from here...). Its all been a blast, and while I think the rules are too simplistic to stick with, they at least let me wing it a lot and it seems to fit my style of DMing well enough. Everyone voted for a pulp style game, and now they want less 'Indiana Jones meets Hitler' and more 'Indiana Jones explore exotic locales.' Hey, if it keeps them coming back...:) [/QUOTE]
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