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Thoughts on GR's Black Company Campaign Setting - 1 Month Later
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<blockquote data-quote="swrushing" data-source="post: 1980966" data-attributes="member: 14140"><p>Well, i was a playtester so i have had more than a month of messing with this stuff, and my impressions have gotten even stronger favoring it since my copy arrived.</p><p></p><p>Current plans are for me to start one campaign in july and possibly another in January next year. interest around here is high and i almost wish one of my current games was ending sooner.</p><p></p><p>Right now both campaign ideas germinating betwixt my ears involve running in the north post-spike. i am fairly fascinated in the potential events post-lady in the old empire and think their is great room to play.</p><p></p><p>One notion would be set in oar, following spike and dfraw heavily on those events. Another idea is to use juniper and a funny notion taking root is to have the player sstart out in a very bad area as not BC guys at all, but have them uncover some old BC stuff and the idea is that they would begin their BC days as a bluff, a lie their tell, a scam they employ to save their backsides. Then they get more and more caught up in the lie and have to keep it up thru various adventures until finally, they are for all intents and purposes living the BC roles.</p><p></p><p>Still just notions.</p><p></p><p>As for keeping PCs alive, i went thru this a little in playtest. two suggestions...</p><p></p><p>1. use a few quick one-off scenarios, possibly with pregenned characters, designed to spotlight the richer characters and the tactical differences. </p><p></p><p>2. In the early going with "real PCs", don't have it be a "PC" in charge. maybe have a PC as second in charge of his team. The "squad-leader" starts as an NPC and he sets the more basic elements of "we surprise, we don't fight up front" and so forth. Its a bit of a balancing act between setting up "we just follow orders" and "we follow orders but the decisions we make makes the story" but it can be done, especially for just a few scenarios. This way they don't get to try the "fools rush in and die" maneuver before they see the absolute benefits handed by the new ambush rules. Then, after about three eps or so, have a stand-up fight or even a "sarge screwed up, you guys were the victims of an ambush" scenario where, of course, the NPC SL pays the ultimate price for his or his superior's error, which creates an opening for a PC promotion, yahhdee, yahhdee...</p><p></p><p>just some things that worked for my guys.</p></blockquote><p></p>
[QUOTE="swrushing, post: 1980966, member: 14140"] Well, i was a playtester so i have had more than a month of messing with this stuff, and my impressions have gotten even stronger favoring it since my copy arrived. Current plans are for me to start one campaign in july and possibly another in January next year. interest around here is high and i almost wish one of my current games was ending sooner. Right now both campaign ideas germinating betwixt my ears involve running in the north post-spike. i am fairly fascinated in the potential events post-lady in the old empire and think their is great room to play. One notion would be set in oar, following spike and dfraw heavily on those events. Another idea is to use juniper and a funny notion taking root is to have the player sstart out in a very bad area as not BC guys at all, but have them uncover some old BC stuff and the idea is that they would begin their BC days as a bluff, a lie their tell, a scam they employ to save their backsides. Then they get more and more caught up in the lie and have to keep it up thru various adventures until finally, they are for all intents and purposes living the BC roles. Still just notions. As for keeping PCs alive, i went thru this a little in playtest. two suggestions... 1. use a few quick one-off scenarios, possibly with pregenned characters, designed to spotlight the richer characters and the tactical differences. 2. In the early going with "real PCs", don't have it be a "PC" in charge. maybe have a PC as second in charge of his team. The "squad-leader" starts as an NPC and he sets the more basic elements of "we surprise, we don't fight up front" and so forth. Its a bit of a balancing act between setting up "we just follow orders" and "we follow orders but the decisions we make makes the story" but it can be done, especially for just a few scenarios. This way they don't get to try the "fools rush in and die" maneuver before they see the absolute benefits handed by the new ambush rules. Then, after about three eps or so, have a stand-up fight or even a "sarge screwed up, you guys were the victims of an ambush" scenario where, of course, the NPC SL pays the ultimate price for his or his superior's error, which creates an opening for a PC promotion, yahhdee, yahhdee... just some things that worked for my guys. [/QUOTE]
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