Difference between revisions of "EI1: Awakening"

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(Recap)
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=Conversations with the Burkhardts=
 
=Conversations with the Burkhardts=
 +
 +
=Conversations with the GM=
 +
I would like to bring up a couple of points that we should discuss.
 +
 +
==Gear==
 +
The first is regarding equipment. Right now, the players have a wealth of equipment, and scarcity is no issue. This is partially because I didnt read the entire list of what is contained in the vehicle and also because I wanted to ensure the players were well armed enough to attempt what needs to be done in this scenario. My goal was to engineer the usage of much of the extra equipment during the scenario, however, this might seem contrived. If the players end up with large stores of really good stuff this changes the tone of the game, but does not necessarily break it.
 +
 +
===Player Thoughts===
 +
How do you guys feel about this? Would you prefer a ret-con of some sort? Any ideas or input?
 +
 +
==Scrounging==
 +
Scrounging becomes less of an issue if the players have lots of stuff, but it still can be a fun and important part of the game to replenish perishable stores and find goods to trade to locals. Right now I am devising the last bits of the system for scrounging. Scrounging in its current form is basically a set of 1-4 dice rolls and will no longer be a mini-game.
 +
 +
===Mechanics===
 +
Should higher scrounging skill lead to finding more items, or the same number of items, but of higher quality?
 +
 +
==Legend Chips==
 +
We discussed briefly the way legend chips can be added to the pot in this game. One method is to defeat major villains, the other will be to advance your team goal in some major way that uses important skills from all of the characters.
 +
 +
===Goals===
 +
What is the goal of the characters?
 +
 +
==Supplemental Experience Idea==
 +
The man from Zongo proposed a good idea for possibly spicing things up a bit. He suggested I make an XP pot that would be a reward for the players when they figure out some big mystery, such as what the apocalypse was. Each session a chip would be removed, and also any time the players make an incorrect guess a chip is removed. This would supplement, not replace, the current experience and chip system.
 +
 +
===Discussion===
 +
What do you think of this idea?

Revision as of 14:45, 29 April 2012

Evergreen Initiative

Recap

The characters woke up staggered by hibernation sickness to discover the upper level of their bolthole in ruins and half of their team dead. Still lying in shattered cryotanks, team leader Steve Wilson, medic Dave Monroe and mechanic/weapons specialist Amir Rosenblatt were reduced to mere bones. Somehow during the sleep period the emergency exit hatch became compromised, and evidence suggested a group of individuals gained entrance. Equipment was missing, but everyone managed to get weapons and food.

The first order of business was securing the base and determining what was usable and which supplies were usable. Pi investigated the V-150, and found that it was at least mostly workable, though partially covered in a cave-in. Marcus retrieved the food stores and Charlotte helped dig the V-150 out.

While the final digging was being completed Marcus determined that the trees planted above the bolthole had been alive 140-175 years. He also scouted the surrounding area via binoculars and found evidence of farm houses in the distance.

Once the vehicle was restarted and dug out, it was a short trip to the nearest farm. The farmstead showed evidence of vandalism, or at the very least severe neglect. The team approached cautiously. Charlotte was able to make contact with a man who spoke from inside the house antagonistically. Eventually he came to trust her, partially because no females are ever in the attacking parties. The family had just suffered an attack by Imps and were seen to physically by Marcus Meyerbos, while Charlotte St. Claire worked to help them emotionally and Pi Heinzen saw to salvaging some dinner.

Conversations with the Burkhardts

Conversations with the GM

I would like to bring up a couple of points that we should discuss.

Gear

The first is regarding equipment. Right now, the players have a wealth of equipment, and scarcity is no issue. This is partially because I didnt read the entire list of what is contained in the vehicle and also because I wanted to ensure the players were well armed enough to attempt what needs to be done in this scenario. My goal was to engineer the usage of much of the extra equipment during the scenario, however, this might seem contrived. If the players end up with large stores of really good stuff this changes the tone of the game, but does not necessarily break it.

Player Thoughts

How do you guys feel about this? Would you prefer a ret-con of some sort? Any ideas or input?

Scrounging

Scrounging becomes less of an issue if the players have lots of stuff, but it still can be a fun and important part of the game to replenish perishable stores and find goods to trade to locals. Right now I am devising the last bits of the system for scrounging. Scrounging in its current form is basically a set of 1-4 dice rolls and will no longer be a mini-game.

Mechanics

Should higher scrounging skill lead to finding more items, or the same number of items, but of higher quality?

Legend Chips

We discussed briefly the way legend chips can be added to the pot in this game. One method is to defeat major villains, the other will be to advance your team goal in some major way that uses important skills from all of the characters.

Goals

What is the goal of the characters?

Supplemental Experience Idea

The man from Zongo proposed a good idea for possibly spicing things up a bit. He suggested I make an XP pot that would be a reward for the players when they figure out some big mystery, such as what the apocalypse was. Each session a chip would be removed, and also any time the players make an incorrect guess a chip is removed. This would supplement, not replace, the current experience and chip system.

Discussion

What do you think of this idea?