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Unread postPosted: Mon Jun 11, 2007 6:08 pm
  

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i'm getting back into GMing after a long stretch of being unable, and i think i have good first game mostly ready.

the party isn't finalized yet (some of them have yet to make characters), but so far i have a mindmelter and a true atlantian psi-slinger. (the slinger will be toned down a bit from the WB14 version)
given one of the other players questions and comments, i may also have a dragon hatchling.
(none of them read these boards to the best of my knowledge, so i should be safe in discussing it)

the plan is to put them all on a ferry between Tolkeen and Queenston, so they can all meet. they'd be the only passengers (not a big ferry). then i have the ferry raided by pirates in motor boats.

i was thinking a group of 15-20 pirates, in 3-4 'Boston Whaler' type motor boats, each boat armed with an SDC machinegun and some LAW rockets, and protected by a improvised MDC armor plating.there would be about 5 pirates a boat, one driving, one as gunner for the MG, and 3 to board the ferry. the boarders would be armed with laser pistols, vibroknives, and a few SDC handgrenades. they'd be wearing low MDC homemade armor.

the pirates would be after a safe onboard that has valuable cargo on it's way to queenston. the crew of the ferry (only 2-3 people) would be busy trying to outrun the pirates, so the players would end up protecting the ship.


afterwards, if they managed to stop the pirates (they should, i'm making sure to keep the pirates only a slight threat so they can't lose outright, but won't find it too difficult), they'll get awards from Queen Seabreeze for their actions. (and i'll offer them positions in the Queenston royal guard, which i hope to use to lead up to a larger campaign.)



does this sound like a good start?

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Unread postPosted: Mon Jun 11, 2007 6:11 pm
  

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Champion

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Just about any start is a good one.

I do not know Rifts well enough to understand a lot of this stuff, but it looks alright to me. But like I said, start is less important than the progression.


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Unread postPosted: Mon Jun 11, 2007 6:12 pm
  

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Sounds like a good idea to me, thou I wouldn't make pirates to easy thou.


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Unread postPosted: Mon Jun 11, 2007 6:17 pm
  

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Smack em a little right out of the gates so all their new shiney equipment is no longer new and shiney and they have to start worrying about replacing all that MDC armour.

It also reinforces that you are the Game Master.


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Unread postPosted: Mon Jun 11, 2007 6:21 pm
  

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lather wrote:
Smack em a little right out of the gates so all their new shiney equipment is no longer new and shiney and they have to start worrying about replacing all that MDC armour.

It also reinforces that you are the Game Master.


they're not getting shiny new equipment. they're getting scuffed but still serviceable pre-owned gear as befitting the grittier nature of RIFTS. (what, you though a char would be spending a hundred thousand creds to get that starting laser rifle? or half a mil to get that suit of armor? Lv1 characters are looking at bargin bin gear at best. i plan to make a list of common weapons and armor for them to choose from to avoid things like "well my vagabond has a HI laser pistol from phase world and a suit of naruni made armor")

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Unread postPosted: Mon Jun 11, 2007 6:22 pm
  

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I say make the pirates a little difficult, so the PC's feel like they earned the positions they will be offered.


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Unread postPosted: Mon Jun 11, 2007 6:30 pm
  

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burgler81 wrote:
I say make the pirates a little difficult, so the PC's feel like they earned the positions they will be offered.


until i have an idea of what PC's i'm dealing with, i can only increase or decrease the pirates power accordingly. for example, i might increase the MDC of their armor or upgrade to better weapons. and i could easily add another few speedboats worth of pirates.

as it is, i plan to have the pirates use tactics and intellegence to make them a threat. if the first boarding part is taken out forexample, the pirates would probably hold back and hit the ferry with LAW's a few times before dropping a second group.

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Unread postPosted: Mon Jun 11, 2007 7:42 pm
  

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It IS a good starting point. I already wanna roll up a PC hehe.
Remeber that pirates will come on strong (you have a good start with your numbers of pirates, in my opinion). But if the battle goes badly (they lose to many attackers), they'd likely run. No profit if everyone is dead right?
If your players capture a live pirate or two and question them, you may have some new side jobs for them (tracking down the main pirate ship/fleet and sinking it, guarding shipping lanes, become anti-pirates and target raiders, treasure hunt, etc).

But it sounds like your off to a good start! :D

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Unread postPosted: Mon Jun 11, 2007 8:06 pm
  

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glitterboy2098 wrote:
lather wrote:
Smack em a little right out of the gates so all their new shiney equipment is no longer new and shiney and they have to start worrying about replacing all that MDC armour.

It also reinforces that you are the Game Master.


they're not getting shiny new equipment. they're getting scuffed but still serviceable pre-owned gear as befitting the grittier nature of RIFTS.

Someone who gets it!


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Unread postPosted: Tue Jun 12, 2007 3:43 am
  

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lather wrote:
glitterboy2098 wrote:
lather wrote:
Smack em a little right out of the gates so all their new shiney equipment is no longer new and shiney and they have to start worrying about replacing all that MDC armour.

It also reinforces that you are the Game Master.


they're not getting shiny new equipment. they're getting scuffed but still serviceable pre-owned gear as befitting the grittier nature of RIFTS.

Someone who gets it!


Yeah good move, in the past lvl 1 characters with all the gears is a real issue. A GM prepared list of available Equipment is the way to go. Restricting availability during the game also helps,

PC: I want the latest BTS supplement

SHOP GUY: Sorry we don't have any of those but I do have this beat up wilks laser rifle, it's a bargain!!

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Unread postPosted: Tue Jun 12, 2007 8:47 am
  

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Haha.


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Unread postPosted: Tue Jun 12, 2007 10:13 am
  

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Not a bad threat level for the first two, but if the Dragon comes online, I'd suggest upping the threat about 20%. Up the MDC armor, weapon specs etc...numbers are already good.

I'd also suggest if none of them did to "suggest" they take swimming as a skill...as any fight on a boat could potentially end up with them in the water. Don't forget what happens to light MD barges when MD weapons are fired at it's deckplates, even due to shots missing.

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Unread postPosted: Tue Jun 12, 2007 10:38 am
  

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And that MDC body armour works pretty much like an anchor :bandit:


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Unread postPosted: Tue Jun 12, 2007 10:50 am
  

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And then become world famous movie/rock stars.


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Unread postPosted: Wed Jun 13, 2007 4:59 pm
  

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glitterboy2098 wrote:
does this sound like a good start?


Sounds like a fun encounter to start off the game to me.

I've used something similar where bad guys attack the place the PCs happen to be several times and it usually works well.

Are you requiring a reason for each player to be on the ferry to Queenstown?

It might be interesting if to see what they come up with and use them as potential side-quests, or maybe entwine what they are thinking into your big campaign idea. Just a thought.

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Unread postPosted: Wed Jun 13, 2007 5:18 pm
  

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I like it when the players give me ideas.

Makes it easier to come up with ideas.

And they get to do what they want. More or less. :ok:


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Unread postPosted: Wed Jun 13, 2007 5:37 pm
  

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lather wrote:
I like it when the players give me ideas.

Makes it easier to come up with ideas.

And they get to do what they want. More or less. :ok:


Word. Nothing like getting a ten-page background that has the perfect hook for an introduction.


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Unread postPosted: Wed Jun 13, 2007 6:42 pm
  

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Zylo wrote:

Are you requiring a reason for each player to be on the ferry to Queenstown?

It might be interesting if to see what they come up with and use them as potential side-quests, or maybe entwine what they are thinking into your big campaign idea. Just a thought.


yes. character background, of at least a basic form, is a required for my games. i also try to let the players decide it, it helps them develop the character more. (i have veto power on specifics, you wouldn't beleive the stories i've heard. for example "my mind melter killed emperor Prosek's pet Chihuahua". we later settled on 'wanted by the black market', but agreed he could tell the Chihuahua story to the others as a smoke screen. :) )


the mind melter is wanted by the blackmarket, or other such orginization (we're still working out the details), though he'll be inventing a new tale often i think. the Psi-slinger hasn't figured out his yet, aside from having been orphaned and raised by a gunslinger. he'll probably go the 'waco kid' route.

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* All fantasy should have a solid base in reality.
* Good sense about trivialities is better than nonsense about things that matter.

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Unread postPosted: Wed Jun 13, 2007 6:47 pm
  

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So that is what happened to his dog!


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Unread postPosted: Wed Jun 13, 2007 6:50 pm
  

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Comment: We are the hope for the future and we will not fail in that duty.
Sounds like a good starting point for larger adventure or a campaing. Good call on pirate equipment and such, but you may want to give the antagonists 1 or 2 (maybe more if you get a dragon in the party) specialists (mind melter, ley line walker, etc) so it doesn't become a 'pirate slaughter fest'!

Sounds like fun though (man, I wish I had a group I could join)!

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Unread postPosted: Thu Jun 14, 2007 4:46 pm
  

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lyrajayne wrote:
lather wrote:
I like it when the players give me ideas.

Makes it easier to come up with ideas.

And they get to do what they want. More or less. :ok:


Word. Nothing like getting a ten-page background that has the perfect hook for an introduction.


Exactly!!

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Unread postPosted: Thu Jun 14, 2007 4:51 pm
  

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Yea I know someone that usually has 3 pages of character story and somewhere in the space left over the stats and skills.


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