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<blockquote data-quote="jezter6" data-source="post: 4179272" data-attributes="member: 6567"><p>1. Most likely they would be 'normal' survivors with likely public service style backgrounds (EMT, Police, National Guard, etc). I would (at some point) consider running an all military game, but would be concerned about unit structure and leadership. If anything, in that regard, it would be more like Twilight 2000 than a well organized Army with global communications and command.</p><p></p><p>2. I think that all depends on the module, or series of modules. Low level modules for early in the campaign would be near rising - using hooks of getting the PCs together, while higher level modules would have an assumption that groups are already together and don't need the whole 'you meet in a tavern' hook.</p><p></p><p>3. I can't stand when modules do stuff like assume that PCs are part of some organization, unless its a defacto standard that is the same through EVERY module and is easily removed. Things like military command structure that changes every module and introduces new NPC supervisory charcaters (IE: a new division general every module) annoy me. Things like d20 Modern's build in 'Department 7' are acceptable because it's a standard across all the product line and can be easily removed. That being said, I'm also not much for "you have new orders from HQ that says you need to go to place ABC and do objective XYZ." But that's just me, and may not be the opinion of the masses.</p><p></p><p>4. When you have that 'hook' you should also have alternate hooks. For something like YotZ I would consider one hook for each (within reason) possible campaign type. One hook for an all military force, one hook for a 'survivors' game, one hook for secret gov't agency games, etc'.</p></blockquote><p></p>
[QUOTE="jezter6, post: 4179272, member: 6567"] 1. Most likely they would be 'normal' survivors with likely public service style backgrounds (EMT, Police, National Guard, etc). I would (at some point) consider running an all military game, but would be concerned about unit structure and leadership. If anything, in that regard, it would be more like Twilight 2000 than a well organized Army with global communications and command. 2. I think that all depends on the module, or series of modules. Low level modules for early in the campaign would be near rising - using hooks of getting the PCs together, while higher level modules would have an assumption that groups are already together and don't need the whole 'you meet in a tavern' hook. 3. I can't stand when modules do stuff like assume that PCs are part of some organization, unless its a defacto standard that is the same through EVERY module and is easily removed. Things like military command structure that changes every module and introduces new NPC supervisory charcaters (IE: a new division general every module) annoy me. Things like d20 Modern's build in 'Department 7' are acceptable because it's a standard across all the product line and can be easily removed. That being said, I'm also not much for "you have new orders from HQ that says you need to go to place ABC and do objective XYZ." But that's just me, and may not be the opinion of the masses. 4. When you have that 'hook' you should also have alternate hooks. For something like YotZ I would consider one hook for each (within reason) possible campaign type. One hook for an all military force, one hook for a 'survivors' game, one hook for secret gov't agency games, etc'. [/QUOTE]
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