Eladrinblade
2013-10-27, 08:32 AM
Wall of text: It's a 40-point (at least 20 in physical stats) gestalt T3-4 (plus a few lower ones like healer) game, currently at 3rd level. With my current group, I've come to see that they have different tastes than me, and don't care too much about the subtle nuances of the game. They have very little self-direction, and there are no natural leaders among the group, so when they're unsure what to do, they just wander back onto their phones or side-conversations. They don't really care about loot, can't be bothered to update their sheets or make sure who's carrying what, and never do any shopping, even when they have the opportunity (because they haven't read teh books and don't know that they need to buy things to survive, such as cold iron/silver weapons, potions, scrolls, etc).
So, I've taken the opportunity to run a special kind of campaign that I've been wanting to do for a while: a group of the most capable badasses doing the most dangerous/extreme missions; a more cinematic/video-gamey/action kind of game (where I'm going to do all the bookwork myself, naturally :smallannoyed:). They have a team name, and got to choose code-names for themselves (to build up hype for the game, mostly), and each mission has a code-name as well (like "Operation Frozen Thunder").
They are from a hidden, magical, advanced city that gets involved in the wider world to keep the forces of evil at bay. It works through proxies, planted rulers, secret agents, and spellcasters who do things from afar (mostly scry-n-whatever stuff). They secretly aid heroes and champions of good (or anybody going up against a stronger evil force, really). The players' team is this city's first real, special-purpose task-force for getting **** done up close and personal out in the world.
They have a base of operations/headquarters where they are debriefed before each "mission" (adventure). There, they are equipped with WBL gear that they can rearrange/switch up between missions (and can select it knowing what kind of mission they're getting in to), and sometimes get special extra gear (like camoflaged forest warden shrouds for a forest mission). Sometimes, they have mandatory gear (to make sure they survive, like silvered weapons when they are expecting to go up against lycanthropes - since the players themselves can't be expected to make that preparation). The HQ is a floating caslte with some high-magic stuff in it (think the Star Ship Enterprise) - they can contact people from afar, they have an armory, resting quarters, a teleportation bay, etc. The players are low-level, and don't yet have access to some of the better stuff, since they're still in kind of a prototype/untested "not sure if they are worth funding" phase at the moment.
So far, I've made all their metal weapons be cold iron, just because, and they all wear cold iron spiked gauntlets so that they are always armed. They have mandatory rations/water/flint & steel, and other such things. One character (who has 8 str) gets a "feather vest" a shirt-slot item that increases his carrying capacity somewhat so that his speed isn't decreased from encumberance. Eventually, they might be given goggles of night, water-breathing/swim-speed items, specific bane/alignment/element weapons or arrows of slaying, wands/scrolls/potions, etc, for specific missions.
Anyway, also at HQ are healers, info-givers (npc's with knowledge ranks), pre-mission buff-casters, their quartermaster crew (a clan of gnomes with some dwarves, lead by an artificer and consisting of magewrights and experts), and their commander, who gives them their missions.
When each session starts, they are placed somewhere near their objective, in a sandbox of sorts. Here at low levels, they are usually given horses, but at higher levels they will have flying mounts, and eventually will be ported/shifted/gated onto location. They might get the aid of certain Dmpc's, friendly locals, backup-at-request, air evac, etc. At higher levels, they might be able to call in air-strikes, port-in strike teams, ask for divined info about what lies ahead (which is then sent via sending or telepathy) and so on. I'm going for a very modern sort of warfare, yet set in a high-fantasy medieval-ish setting.
I just read through Heroes of Battle, and while I did get some good ideas from it, it wasn't quite in line with what I had in mind (and I was especially disappointed with the medals section; I was hoping it would talk about awarding players with medals, and all I got were a table of lame examples and a simplistic crunch aid). Anybody have any experience with using/awarding medals in a game? Now that I think about it, do special forces even get medals? Since they're secret and all...
Okay, now that we're on the same page, here's what I'd like some help/advice/ideas with; each mission will have a set of ....parameters? Like so:
-Primary Objective:
-Secondary Objective:
-complications
-unexpected events
-changing objectives mid-mission
-"dont let this happen"
-targets (make sure these ones die)
-friendlies (make sure these ones dont)
-Rescue/kidnap
-dropzone/LZ
-time limit
-overwhelming numbers of enemies/several types of enemies at once
-difficult terrain/conditions
-each mission should have a set of specific things that the players get to specially prepare for
-each mission should have a surprise, and one should be a total plan-ruiner right from the start
Anybody have anything to add to or say about this list? Any other things I should consider? Any advice on how to use/implement any of the things on this list? Any general info you'd like to add?
Also, any advice/ideas about transporting the party to the mission site? Staying in contact with HQ? Them requesting help/backup/artillery/airstrikes/etc? Them having or commanding scouts/spies/strike teams/other military personnel?
Really, I'd like this to be a general spec-ops campaign thread, but if anybody has anything to say about my campaign in particular, I'd greatly appreciate it.
So, I've taken the opportunity to run a special kind of campaign that I've been wanting to do for a while: a group of the most capable badasses doing the most dangerous/extreme missions; a more cinematic/video-gamey/action kind of game (where I'm going to do all the bookwork myself, naturally :smallannoyed:). They have a team name, and got to choose code-names for themselves (to build up hype for the game, mostly), and each mission has a code-name as well (like "Operation Frozen Thunder").
They are from a hidden, magical, advanced city that gets involved in the wider world to keep the forces of evil at bay. It works through proxies, planted rulers, secret agents, and spellcasters who do things from afar (mostly scry-n-whatever stuff). They secretly aid heroes and champions of good (or anybody going up against a stronger evil force, really). The players' team is this city's first real, special-purpose task-force for getting **** done up close and personal out in the world.
They have a base of operations/headquarters where they are debriefed before each "mission" (adventure). There, they are equipped with WBL gear that they can rearrange/switch up between missions (and can select it knowing what kind of mission they're getting in to), and sometimes get special extra gear (like camoflaged forest warden shrouds for a forest mission). Sometimes, they have mandatory gear (to make sure they survive, like silvered weapons when they are expecting to go up against lycanthropes - since the players themselves can't be expected to make that preparation). The HQ is a floating caslte with some high-magic stuff in it (think the Star Ship Enterprise) - they can contact people from afar, they have an armory, resting quarters, a teleportation bay, etc. The players are low-level, and don't yet have access to some of the better stuff, since they're still in kind of a prototype/untested "not sure if they are worth funding" phase at the moment.
So far, I've made all their metal weapons be cold iron, just because, and they all wear cold iron spiked gauntlets so that they are always armed. They have mandatory rations/water/flint & steel, and other such things. One character (who has 8 str) gets a "feather vest" a shirt-slot item that increases his carrying capacity somewhat so that his speed isn't decreased from encumberance. Eventually, they might be given goggles of night, water-breathing/swim-speed items, specific bane/alignment/element weapons or arrows of slaying, wands/scrolls/potions, etc, for specific missions.
Anyway, also at HQ are healers, info-givers (npc's with knowledge ranks), pre-mission buff-casters, their quartermaster crew (a clan of gnomes with some dwarves, lead by an artificer and consisting of magewrights and experts), and their commander, who gives them their missions.
When each session starts, they are placed somewhere near their objective, in a sandbox of sorts. Here at low levels, they are usually given horses, but at higher levels they will have flying mounts, and eventually will be ported/shifted/gated onto location. They might get the aid of certain Dmpc's, friendly locals, backup-at-request, air evac, etc. At higher levels, they might be able to call in air-strikes, port-in strike teams, ask for divined info about what lies ahead (which is then sent via sending or telepathy) and so on. I'm going for a very modern sort of warfare, yet set in a high-fantasy medieval-ish setting.
I just read through Heroes of Battle, and while I did get some good ideas from it, it wasn't quite in line with what I had in mind (and I was especially disappointed with the medals section; I was hoping it would talk about awarding players with medals, and all I got were a table of lame examples and a simplistic crunch aid). Anybody have any experience with using/awarding medals in a game? Now that I think about it, do special forces even get medals? Since they're secret and all...
Okay, now that we're on the same page, here's what I'd like some help/advice/ideas with; each mission will have a set of ....parameters? Like so:
-Primary Objective:
-Secondary Objective:
-complications
-unexpected events
-changing objectives mid-mission
-"dont let this happen"
-targets (make sure these ones die)
-friendlies (make sure these ones dont)
-Rescue/kidnap
-dropzone/LZ
-time limit
-overwhelming numbers of enemies/several types of enemies at once
-difficult terrain/conditions
-each mission should have a set of specific things that the players get to specially prepare for
-each mission should have a surprise, and one should be a total plan-ruiner right from the start
Anybody have anything to add to or say about this list? Any other things I should consider? Any advice on how to use/implement any of the things on this list? Any general info you'd like to add?
Also, any advice/ideas about transporting the party to the mission site? Staying in contact with HQ? Them requesting help/backup/artillery/airstrikes/etc? Them having or commanding scouts/spies/strike teams/other military personnel?
Really, I'd like this to be a general spec-ops campaign thread, but if anybody has anything to say about my campaign in particular, I'd greatly appreciate it.