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Transition from Hack & Slash to RP: Help
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<blockquote data-quote="Agback" data-source="post: 436142" data-attributes="member: 5328"><p><strong>Accursed campaign concept</strong></p><p></p><p></p><p></p><p>I think every GM has at least on of these: ideas for campaign that seem great, but that never work out no matter how you tinker with them. I've tried some of mine up to five times, and I <em>still</em> think they ought to work if they are done right.</p><p></p><p>For example, I have this idea for a campaign in which some adventurer/explorers from Britain and the USA travel to Mars using the technology of 1896. I've tried it three times, it just doesn't work.</p><p></p><p>Another of mine involves '20s pulp heroes who are accidentally transported to Venus (which is primitive and swampy) and work out that they have somehow to travel halfway around Venus to get to Mars (which is arid and post-decadent), then halfway around Mars to get back to Earth. Tried it twice with different players and game systems: it hasn't worked.</p><p></p><p>Then I have this idea for a campaign inspired by H Beam Piper's novel <em>Gunpowder God</em>, in which a small group of fairly ordinary guys is somehow transported into a parallel world in which Indo-Europeans invaded North America from the West about [what would have been] the time of Christ, and now have a pike-and-shot technology in New England. That's failed three times.</p><p></p><p>And I <em>still</em> think I ought to be able to run a successful campaign in which the PCs are personnel aboard a Survey frigate in my SF setting <em>Flat Black</em>. I've tried that five times, with one half-success and four failures.</p><p></p><p>And then there is the 'Rolex campaign', in which the PCs are the sort of people who advertise Rolex watches, and they get mixed up in some nasty intrigue with international intelligence organisations' dirty tricks divisions, which turn out to be right out of their depth against the PCs' extraordinary abilities. Three failures with that one.</p><p></p><p>Regards,</p><p></p><p></p><p>Agback</p></blockquote><p></p>
[QUOTE="Agback, post: 436142, member: 5328"] [b]Accursed campaign concept[/b] I think every GM has at least on of these: ideas for campaign that seem great, but that never work out no matter how you tinker with them. I've tried some of mine up to five times, and I [i]still[/i] think they ought to work if they are done right. For example, I have this idea for a campaign in which some adventurer/explorers from Britain and the USA travel to Mars using the technology of 1896. I've tried it three times, it just doesn't work. Another of mine involves '20s pulp heroes who are accidentally transported to Venus (which is primitive and swampy) and work out that they have somehow to travel halfway around Venus to get to Mars (which is arid and post-decadent), then halfway around Mars to get back to Earth. Tried it twice with different players and game systems: it hasn't worked. Then I have this idea for a campaign inspired by H Beam Piper's novel [i]Gunpowder God[/i], in which a small group of fairly ordinary guys is somehow transported into a parallel world in which Indo-Europeans invaded North America from the West about [what would have been] the time of Christ, and now have a pike-and-shot technology in New England. That's failed three times. And I [i]still[/i] think I ought to be able to run a successful campaign in which the PCs are personnel aboard a Survey frigate in my SF setting [i]Flat Black[/i]. I've tried that five times, with one half-success and four failures. And then there is the 'Rolex campaign', in which the PCs are the sort of people who advertise Rolex watches, and they get mixed up in some nasty intrigue with international intelligence organisations' dirty tricks divisions, which turn out to be right out of their depth against the PCs' extraordinary abilities. Three failures with that one. Regards, Agback [/QUOTE]
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