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Tobruk, 1941 - Help!
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<blockquote data-quote="ledded" data-source="post: 1819078" data-attributes="member: 12744"><p>Oh, I agree, I was just adding that bit to the pile. The number one reasons would be denial of territorial claims while the other Allies of WWI continued with their own unabated expansionism. </p><p> </p><p> </p><p> </p><p>Oh, post away man, I'd love to read it. I love to speculate myself, based on whatever facts I have gathered, though I am only an armchair historican and not an actual one.</p><p> </p><p> </p><p> </p><p>Thanks, I appreciate the compliment. I actually strive for a very realistic/historical type feel, but it's quite hard with the fact that the heros are superheros <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=":)" />. But at the same time, I will often toss in historical figures (whether the PC's recognize them or not) and events. The timeframe and locations that they face are as close to a real one as I can put them, and I tried very hard to give them the overwhelming feel of the German opposition at Arnhem when we played (they actually caught a glimpse of Colonel Frost and his men being trucked away right as they arrived, which I forgot to write into the story). I actually handed out pictures of the bridge, observation photos, photos of the city, and maps that I had downloaded with their objective marked on it. They most certainly can change history (and have, but haven't realized it yet), and actually know that somewhere they have to... the one character who has some flashback/flashahead knowledge of the future knows how dark it will become, but at the same time they know if they mess with things *too* much that other bad things can happen.</p><p> </p><p>For instance, they could have arrived in Arnhem early, supported Frost, said to heck with their assigned mission, and tried to hold the bridge until the Shermans arrived. It would have been an interesting twist to say the least.</p><p> </p><p>So I give them the same real events/history, but with "alternate" events that aren't common knowledge that involve supers, and I keep an updated outline so I don't get too lost. <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><p> </p><p>Most of that is because I actually wanted to do a straight, gritty, Airborne or commando type campaign and some folks wanted to do supers, so I jammed 'em together to make everyone happy.</p></blockquote><p></p>
[QUOTE="ledded, post: 1819078, member: 12744"] Oh, I agree, I was just adding that bit to the pile. The number one reasons would be denial of territorial claims while the other Allies of WWI continued with their own unabated expansionism. Oh, post away man, I'd love to read it. I love to speculate myself, based on whatever facts I have gathered, though I am only an armchair historican and not an actual one. Thanks, I appreciate the compliment. I actually strive for a very realistic/historical type feel, but it's quite hard with the fact that the heros are superheros :). But at the same time, I will often toss in historical figures (whether the PC's recognize them or not) and events. The timeframe and locations that they face are as close to a real one as I can put them, and I tried very hard to give them the overwhelming feel of the German opposition at Arnhem when we played (they actually caught a glimpse of Colonel Frost and his men being trucked away right as they arrived, which I forgot to write into the story). I actually handed out pictures of the bridge, observation photos, photos of the city, and maps that I had downloaded with their objective marked on it. They most certainly can change history (and have, but haven't realized it yet), and actually know that somewhere they have to... the one character who has some flashback/flashahead knowledge of the future knows how dark it will become, but at the same time they know if they mess with things *too* much that other bad things can happen. For instance, they could have arrived in Arnhem early, supported Frost, said to heck with their assigned mission, and tried to hold the bridge until the Shermans arrived. It would have been an interesting twist to say the least. So I give them the same real events/history, but with "alternate" events that aren't common knowledge that involve supers, and I keep an updated outline so I don't get too lost. :) Most of that is because I actually wanted to do a straight, gritty, Airborne or commando type campaign and some folks wanted to do supers, so I jammed 'em together to make everyone happy. [/QUOTE]
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