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Post by nomad0772 on Apr 11, 2012 16:58:40 GMT -8
Hay everyone, nomad0772 here.
I have an idea from an upcoming campaign I am trying to plan. This is my first attempt at GMing in a long time. I have recently found GURPS say in the past year and have fell in love with it.
My idea is doing a on-off prequel of the campaign, My group has about 5 people in it. I am looking for a gritty feel like a "BUG HUNT" feel if the Aliens movie. I was going to give each PC about 5-6 per-generated Marines of varying rank and skill levels. I would have each PC control a fire team of marines. I believe this would allow a very deadly play session, would allow the PC to feel the tension but still have fun in a almost Video game kind of way. I would be able to whittle down the marines and maybe have a last stand scenario, allowing one or two to escape making them important NPCs in the up coming campaign. The general back ground in like Tech Level 9 or 10 in GURPS with B5 flavor jump gate travel.
How does that sound, looking for feed back.
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Nolinquisitor
Journeyman Douchebag
Next Project: BrigadeCon, RPGS 2 Your Science Fantasy Toolkit Supersetting
Posts: 162
Preferred Game Systems: GURPS, M&M, 7th Sea, Cypher System
Currently Playing: Playing is for the weak.
Currently Running: Cypher System, D&D 5E + Freeport
Favorite Species of Monkey: Dr. Zaius
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Post by Nolinquisitor on Apr 12, 2012 9:36:54 GMT -8
I have played in a game once where we were asked to make 5 characters for a G.I. Joe like game. Then, based on the type of mission we were doing, the GM would recommend us to play this or that character. If I remember correctly, I had a Snake Eyes like character named Totem, a native american ninja basically. I also remember a Lady Jaye like agent named Facelift. My other three I can't remember. I think this approach is fun instead of the "make five characters for the upcoming butchery"... but that's me. That can be fun too with the right group. But for me, the real feeling of danger and threat comes more easily if you only have one guy to care about. I think these type of kill-them-all campaign don't tend to last long, as you basically asked your players to "not get attach" to their characters. But for a Starship Troopers like game, I would totally go down that road too!
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Apr 12, 2012 9:47:17 GMT -8
To my mind, this approach can make it difficult to become emotionally attached to any one character. My preference would have each player make a squad leader as their primary, and then a few squaddies to accompany them, who'd be under their command but not under their direct control (ie, Allies rather than alternate PCs). I do like the idea of an ensemble game, where each player has a few characters, and selects the one most suited to the current mission. In fact, Dr Kromm (the GURPS line editor) apparently does something similar for his personal GURPS campaign.
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Post by nomad0772 on Apr 13, 2012 8:39:08 GMT -8
Hay thanks for the feed back. I like the idea of having a pool of PC to customize who you have for a mission. Kinda like Mission Impossible, please select you team MR Hunt.
I am not to worry about player attachment were this is a prequel to the real campaign. This was going to be done to create tension now and latter on in the game when they come up against the baddies latter on.
I also like the squad leader idea and that is kinda what I was going for but I do not want to run 15-25 NPCs just to kill them off, I was stealing from Savage worlds with their alley mechanic were PCs control friends but I would not allow them to be used as meat shields.
But yes I am trying to go for a Starship troopers / aliens bug hunt feel with lots of lead/ plasma flying around and blood and guts. But I am trying not to get ahead of my self because you never know what the PCs will do.
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