Hi, my first Post here :)
I have been reading a lot here and first wanted to say thanks to all. A lot of threads and everything have already been very helpflu to me.
I recenly started playing EP in a group, though I know the setting and universe for a while now.
Since we have more people wanting to play EP I was asked to gm another group and so face my first time of serious GMing (not counting some Vampire 10 years ago).
We are two gamemasters now, that are familiar with the universe and play each a character in the group of each other and in some time we want the two groups to work in some way together, since they all are in some way into the outer system.
Anyway, since this is my first game and i had to come up with a plot I decided to ask here if the thing I came up with actually make any sense. I've read a lot general tips on GMing and are already considering several things but here is how i think things might go:
We will between 3 to 5 players, of which only one has done an rpg before, he is also the one that know as much about the universe as i do.
the roles are:
- a titanian uplift investigator
- an argonau techi/hacker
- an ultimates deserteur
maybe:
- a xeno-archäologist
- an extropian morph designer/trader
Since only one person has experienced in playing a rpg before, i decided to start more linear in the beginning und then will progress to more open games later.
Each character has different reasons to be at the extropian (but somewhat conservative) station when the adventure starts.
The investigator has to investigate a recent murder on a fellow Titanian.
The argonaut is going to get some fresh algorithm, since the station is a thriving greymarket for software/blueprints and a hub for Trade between inner and outer system
The ultimate started in a emergency capsule after he fled, because he was accused of something he did not do. So he was picked up and then dropt off at the Station because, well he is a fascist in some several ways.
So what happens, that all of there characters will be caught up in what is the beginning of the cold war between inner and outer system going hot (though this will happen over several gaming sessions).
Some extremist corporate group seem behind that. Also they tend to have some serious technology at their hands.
So the characters have to flee the station as ultimates seize control in a coup that is empowered by a virus that shuts the station off from the mesh. Everything is blamed on an outbreak of titan nanoswarms and machines, due to some infection from an outersystem freighter or darkcast.
The characters are then later going back to that station undercover to find out more about the murder and discover that a hypercorp is behind it all.
These first two acts are merely tutorials, as i think that i will remind players regularly about theit possibilites.
While the first section is more action focused, fleeing and not getting caught, while recording evidence, the second will give the players more possibilities to find out certain clues about the murder and attack, probably already linking it together.
I also think of giving them support from a firewall agent, during these scenes, maybe to keep everything more in game.
Of course this is not exacty the whole conspiracy behind it all :)
I also read a thread about players not wanting to join firewall. I will try to solve this by actually giving the characters only "good" information about how firewall is (e.g. "democratic" voting, preventing another fall etc.) and then later introduce them to the darker aspects of the organization.
So tell me what you think, if you like. I could of course outline the plot more, but i did not want my first post to be a novel
Also, please excuse mistakes, since english is not my native language and also I wrote this in a bit of a hurry.
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First Time GMing - Would like some comments to my campaign :)
Fri, 2012-07-27 10:19
#1
First Time GMing - Would like some comments to my campaign :)
Fri, 2012-07-27 13:48
#2
Sounds pretty good. Nice and
Sounds pretty good. Nice and straightforward.
My only concern with what you've written is that players may feel they have TOO MUCH choice, and lose the initiative. Unless you really keep the fires under their feet, expect you may have to lead them by the nose now and again.
I'm also a little concerned about the mechanics side, which you haven't gone into at all. Are you generating the characters yourself and giving them to your players? How much experience do you have creating NPCs for the setting? And how good are you at using tactics?
Fri, 2012-07-27 13:50
#3
Mmmm... If your players don't
Mmmm... If your players don't wanna play Firewall agents, don't force them: While it is cool, firewall is there to provide a logic for very disparate players to work together and endure some of the behaviours of the other player characters. If they do not want to, the only thing you need to do is to ask them the reasons for their sticking together, and keepin with the adventure: if they are autonomous, what are their desires? Their motivations? Or if that is too much work, they can just be Firewall Agents and do the missions they get...
There are no Ultimates deserters. You cannot desert a philosophy, so no. He can be a fleeing Ultimate, in the quest to clean his name that has been smeared by a bunch of other ultimates because of the in-faction struggle. Make him buy the Enemy (the Ultimates sent an agent to get his cortical stack!) and Blacklisted disadvantages, and remember that in Rimward there are U-Rep (Ultimate reputation).
He is one the easiest characters to keep inside the group: the group act as camouflage, and lets him decide upon actions that the people who know him (the other Ultimates) won't be able to predict.
There might be some reasons for the rest of them to go back to the habitat (investigation stuff left there, a friend's cortical stack, whatever), but it is necessary to define reasons for them to stick together after that.
Finally, if you are two GM with two groups that you want to work together, I suggest comparing notes and decisions with the other GM. You need to be consistent and coherent with yourself as a GM, but with another one, the need doubles. Specially since the best way to make the two groups to work together will be mixing the members sometime.
Sat, 2012-07-28 05:21
#4
Push it to the limit
What I normally do is work out the philosophical limits of the players... and pump it a bit more.
I tend to think society in the future will be more extreme, so I ramp up the social dislocation and weirdness.
Joining a shared group gives a foothold into something shared and concrete that all can buy into.