Chaosvii7
2013-04-30, 11:26 PM
Okay, so after fondly reminiscing on a number of similarly themed one-shots with my friends, we agreed that it would be interesting to revisit the idea, but this time I put myself in the driver's seat and I want to give it just a little bit more structure(the originals were basically sandbox police comedies, after all).
So I've made a few premature executive decisions:
The approach to Law Enforcement in the nation they're in is similar to adventuring companies - you start a police squad up of your own volition, and if you get good, you get noticed. If not, you'll basically be wrestling with the lower-rep groups until you die of neglect or get your break. This also makes it easy to give them rivals, ongoing or otherwise, based on other references to police dramas(for example, Xeno 911! - The Astral Sea's wildly dumb law enforcement group).
Instead of drugs and weapons, magic is the fuel of the crimes, though slowly at first. It isn't necessary illegal to be a spellcaster or use magic, but it's easily acknowledged that the big criminal organizations and the high-op crimes are usually packing magical heat behind them. Thusly, all full casting classes are banned - only 2/3 and half casters are allowed for magic. This also gives me the ability to use creatures that get spells and SLAs as they reach higher CRs without them having to be full casters to stop being relevant. Trying to level the playing field and keep them relevant without gimping my encounters, and giving it a bend that I can defer to when I want to get a large-scale plot rolling along.
I'm still trying to decide the relative power level of the game, overall. I am interested in trying P6, but I don't know if it's right for this. To that effect, if I did do P6, it allows me to give it a more lax approach to giving them encounters and XP, and puts a cap on the influences of magic(which also means I can open tiers 1 and 2 back up, if I did decide on this system).
What do you think? I am in no way worried of being able to pull material and making a fantastic plot(Trust me, I have the complete Wikipedia list of Police Dramas, and I'm going to go through every page on TV Tropes until I can compile enough relevant tropes to make a lot of tongue-and-cheek jokes) - my conflict lies in the initial concepts of the game and the changes to the system it makes therein, and also ideas on structuring some new gameplay elements for them(Chase scenes, formally solving mysteries, sleuthing, undercover work, etc.) that may not be regularly addressed in the rules.
What do you think? Weigh in on the Full Pathfinder vs. P6 argument, specifically, and then from there I'll take suggestions of ways to handle this kind of a Light-hearted police squad adventures campaign.
So I've made a few premature executive decisions:
The approach to Law Enforcement in the nation they're in is similar to adventuring companies - you start a police squad up of your own volition, and if you get good, you get noticed. If not, you'll basically be wrestling with the lower-rep groups until you die of neglect or get your break. This also makes it easy to give them rivals, ongoing or otherwise, based on other references to police dramas(for example, Xeno 911! - The Astral Sea's wildly dumb law enforcement group).
Instead of drugs and weapons, magic is the fuel of the crimes, though slowly at first. It isn't necessary illegal to be a spellcaster or use magic, but it's easily acknowledged that the big criminal organizations and the high-op crimes are usually packing magical heat behind them. Thusly, all full casting classes are banned - only 2/3 and half casters are allowed for magic. This also gives me the ability to use creatures that get spells and SLAs as they reach higher CRs without them having to be full casters to stop being relevant. Trying to level the playing field and keep them relevant without gimping my encounters, and giving it a bend that I can defer to when I want to get a large-scale plot rolling along.
I'm still trying to decide the relative power level of the game, overall. I am interested in trying P6, but I don't know if it's right for this. To that effect, if I did do P6, it allows me to give it a more lax approach to giving them encounters and XP, and puts a cap on the influences of magic(which also means I can open tiers 1 and 2 back up, if I did decide on this system).
What do you think? I am in no way worried of being able to pull material and making a fantastic plot(Trust me, I have the complete Wikipedia list of Police Dramas, and I'm going to go through every page on TV Tropes until I can compile enough relevant tropes to make a lot of tongue-and-cheek jokes) - my conflict lies in the initial concepts of the game and the changes to the system it makes therein, and also ideas on structuring some new gameplay elements for them(Chase scenes, formally solving mysteries, sleuthing, undercover work, etc.) that may not be regularly addressed in the rules.
What do you think? Weigh in on the Full Pathfinder vs. P6 argument, specifically, and then from there I'll take suggestions of ways to handle this kind of a Light-hearted police squad adventures campaign.