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General Tabletop Discussion
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"Voyager" Campaign
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<blockquote data-quote="JimAde" data-source="post: 2232975" data-attributes="member: 16739"><p>I think this is a great idea for a game. It would be hard to pull off for real-life logistical reasons (you need two separate groups to GM for, then be confident that you can merge those two groups in the future and still meet everybody's schedule).</p><p></p><p>But if you can do it, I think it would rock. For it to work, though, I think the players would have to NOT know what they were getting into. This requires a certain amount of GM trust, of course, but would be well worth it.</p><p></p><p>As far as avoiding the quick teleport home...Teleport itself only has a range of, what, 100 miles per level? That eliminates it as a means to travel to the far side of a planet. Greater teleport is 7th level, so I think this could be easily open to any group below about 10th level. I would start it at about 5th so the PCs can be significantly more capable than the general crew, which still gives you plenty of time before the wizard just says "poof, we're home."</p><p></p><p>You would need some source of ongoing conflict between the two groups, if possible. In Voyager itself, the feddies were actually pursuing the Maquis. You could easily do that here, too. The pirates are pursued through the gate by the naval ship (both ships captained by NPCs to ensure that it happens). That sets the tone to "hostile" and makes the later co-operation more interesting.</p></blockquote><p></p>
[QUOTE="JimAde, post: 2232975, member: 16739"] I think this is a great idea for a game. It would be hard to pull off for real-life logistical reasons (you need two separate groups to GM for, then be confident that you can merge those two groups in the future and still meet everybody's schedule). But if you can do it, I think it would rock. For it to work, though, I think the players would have to NOT know what they were getting into. This requires a certain amount of GM trust, of course, but would be well worth it. As far as avoiding the quick teleport home...Teleport itself only has a range of, what, 100 miles per level? That eliminates it as a means to travel to the far side of a planet. Greater teleport is 7th level, so I think this could be easily open to any group below about 10th level. I would start it at about 5th so the PCs can be significantly more capable than the general crew, which still gives you plenty of time before the wizard just says "poof, we're home." You would need some source of ongoing conflict between the two groups, if possible. In Voyager itself, the feddies were actually pursuing the Maquis. You could easily do that here, too. The pirates are pursued through the gate by the naval ship (both ships captained by NPCs to ensure that it happens). That sets the tone to "hostile" and makes the later co-operation more interesting. [/QUOTE]
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