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Stories of the Fall

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Arenamontanus Arenamontanus's picture
Stories of the Fall
nezumi.hebereke wrote:
Prior wrote:
Thanks Tantavalist, for the good advice. I was thinking of starting a campaign during the Fall itself, with the characters struggling to get off Earth, maybe racing to reach one of the few last evacuation points. Has anybody else tried this?
There was a thread around here somewhere on the topic. It sounded pretty cool too.
Maybe a fresh new thread might be worth it. I wonder whether it would be better to start with an in medias res action sequence and go forward, start with the in medias and then have an extended flashback leading up to it, or just slowly start out as an ordinary setting that goes out of control.
Extropian
Decivre Decivre's picture
Re: Stories of the Fall
I find that such a sequence gives you an easy way to introduce new players to the mechanics of the game. Since they are in a futile scenario with nameless soldiers, you're allowed to really give them an introduction to just how horrific the Fall really was. To be honest, I'm a bit sad they didn't use a Fall scenario as the quick-start adventure for the game. Sure it doesn't fit with the structure of the rest of the game, neither did Shadowrun's Food Fight. It's still a damn sweet set-up for a really fun game intro.
Transhumans will one day be the Luddites of the posthuman age. [url=http://bit.ly/2p3wk7c]Help me get my gaming fix, if you want.[/url]
Xagroth Xagroth's picture
Re: Stories of the Fall
I'd like to add that such a starting scenario (or prelude, since it can be played without even having the character sheets, or having toned down ones) gives an ideal bacckground for almost any group regardless of their characters: they don't need to have anything in common, they are strangers that fate grouped, trying to escape apocalypse. That creates deep bonds. Advantages: each player can make almost any character he wants regardless of its fitting in a group. The players don't need to make elaborated pasts: they will be making the most relevant parts of it in that moment. And you can add new playing characters by letting a player know that the ego of one of them who didn't made it has been found... but it's in "interesting" hands! Disadvantages: some backgrounds are not avaiable, and others are more difficult or strange (you can't be Scum or Barsoomian when you are an earthling... and to be a survivor of the Fall is what you try to be! XD). Problems: Uplifts might be a little problematic, the Morphs might be splicers only or a few more advanced ones, and AGIs were not as widespread, developed or limited as they are at AF10. Opportunities: the GM can place events here that will have consequences 10 years after, when the game really starts (unless you want to start in AF0, but that might require a lot of work). Things like leaving somebody behind, finding some stuff they finally managed to open in AF10 (are those corporate secrets that could destroy an Hypercorp? Oh dear... at least its not some TITAN tech... isn't it?), long-term traumas, etc...
Axel the Chimeric Axel the Chimeric's picture
Re: Stories of the Fall
There's a whole mess of ways to try a Fall campaign. My personal favourite, though, is starting out in a cyberpunk, pre-Fall Earth. Start your players out in the world just before the Fall. Give them the sense that transhumanity is on the cusp of transcendence, even with all the terrible abuses of wealth and power presently going on. They might live under a perpetually grey sky in a run-down city but, hey, they're still better off than ever. There's regular ads about people getting cognitive enhancement, and high-end synthmorphs are common on the street. Let them breathe in this atmosphere; let them get comfy with the idea that transhumanity is well on its way to posthumanity. Have them running delivery missions, acting as corporate spies, or otherwise dealing with day to day junk in the cyberpunk future. And then, one day, while they're in the middle of something mundane, or maybe something not so much, they encounter a robot going off the rails and killing people. Maybe it's just some random bot, or maybe it's a TITAN drone of some sort. Either way, it jars them a little, but not much. It's an isolated incident, life goes on... Until it happens again. And again. All over the world, robots are going haywire. Accusations start flying. Preparations for war are made. Maaaybe it's the TITANs, or maybe it really is a cyber-war. The people killed might seem random but amongst them maybe there's some high-ranking military officials or spies or corporate execs or scientists. The players get caught in a web of intrigue, with everyone thinking that a war is coming soon and that some other side is against them. Then, the bombs go off. Suddenly, there's war in the streets. Panic. Chaos. No-one knows what's going on. THAT is the mindset you're after. When your players are still thinking it's some enemy side, not the TITANs, then you've got it down. Ideally, this would be played with people who don't even know what the TITANs or the Exsurgent Virus are, for maximum impact. If you can manage it, though, it'd be a hell of a game.
Prophet710 Prophet710's picture
Re: Stories of the Fall
I just had to say, Food Fight was epic!
"And yet, across the gulf of space, minds immeasurably superior to ours regarded this Earth with envious eyes. And slowly, and surely, they drew their plans against us."
Decivre Decivre's picture
Re: Stories of the Fall
Prophet710 wrote:
I just had to say, Food Fight was epic!
It really was, and even though it did not fit the standard game structure of Shadowrun, it was an enjoyable way to learn how the game operates. On an interesting note, has anyone ever thought about making more than one quick-start? I know the usual formula for RPGs is to have a single quick-start version of the game, but multiple quick-starts that provide a variety of introductions to the setting might appeal to a broader audience of people, by providing a variety of scenarios for more types of playgroups. I would really love to see some sort of intro-scenario for the setting based in the midst of the Fall, or even in the death throes of it where the players are some of the last evacuees and their job is just to get the hell out of Dodge. You know that would be exciting as hell.
Transhumans will one day be the Luddites of the posthuman age. [url=http://bit.ly/2p3wk7c]Help me get my gaming fix, if you want.[/url]
bRA1N-b0X bRA1N-b0X's picture
Re: Stories of the Fall
A pre-Fall scenario was also one of the first things that I felt drawn to explore and find more information on. Can any of you point to or suggest a good avenue of research and information of the time before the Fall? Is it mostly left to the storyteller or is there upcoming material. I don't have "Sunward" yet, but is that where I may find more? The Fall has a minor resonance in its manner with Battlestar Galactica, the Matrix, Terminator maybe, Skyline, etc. I'd enjoy the exploration of how Eclipse Phase would make it their own.
Xagroth Xagroth's picture
Re: Stories of the Fall
Sunward doesnt have much in the way of the Fall. In fact, the game is deliberately vague about the Fall for three reasons: you can then make your own version, you can have anything you want on Earth, and it emphasizes the trauma of the whole human race that the Fall was. Personally, I'd go with something in the line of Masamune Shirow's works. I'd be simple with the analogies: Ghost in the Shell could be the period of cold war before the Fall, while Apple Seed could be the period just during the war/ a little after the worst of the war... And then Gaia becomes a TITAN as described in the core book. You can also even add a new origin option: Bioroids (whose morphs would have the planned obsolescence negative trait, derived from being experimental, and not something truly intentional), that would be the first attempt at the FUTURA project (bioroids take much less time to grow up than a normal human... but most of the data was stored in the same server as GAIA's OS. Whooops!). Right now I think there are two quick-start adventures to the game (the second one would be Ego Hunter, I think), and other ones quite interesting, but it's better to tailor your own starting adventure to your player's group.
Libertad Libertad's picture
Re: Stories of the Fall
Ideally, the PCs should be in the dark as to what's going on. At first, there will be reports of mass chaos. Perhaps a group of exsurgent rioters tears up a city, their numbers growing as they engulf more and more people into their mass. Soon enough, policemen and soldiers are shambling alongside homeless people and office workers, tearing and clawing at cars, electronic hardware, anybody with so much as a basic piece of cyberware. News stations and communication relays are sabotaged by the TITANs, and military drones controlled by rogue AIs fire upon any refugees trying to escape. The PCs should get the feeling that this is not a normal war or riot; the people are acting possessed, and no government or terrorist group is taking responsibility. The few enclaves of safety and security are heavily guarded and full of paranoia. At some point, a lone figure will be accused of harboring a seed AI and killed by a firing squad. No place should feel safe. When the PCs escape Earth in a shuttle, they will look upon the planet and watch as the city lights of their home nation are extinguished, slowly spreading across the surface of the globe until Earth is nothing more than a dark shadow. If this doesn't turn your group into the most hardcore and dedicated Reclaimers around, then I don't know what will.
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