Hello all;
I am going to GM and I need some help. I have the Core book and Player guide. What I need help is making monster for the group to fight. I would like to a Dead Space type adventure to introduce my group to the universe. I am just not sure how to go about making npc to act as foils for the group. Also, how do you all handle using maps and figures?
Thanks for the help.
K
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New to system need GM help
Sun, 2015-04-19 23:44
#1
New to system need GM help
Sun, 2015-04-19 23:50
#2
My Advise: start of simple to
My Advise: start of simple to wet your and the players feet and work your way up.
Start off with a "scary" sample that actually involves a few minor hypercorps trying to scare people form an area so they can exploit the resource... or maybe they are employed by another hypercorp to get people away form the Black Kettle Facility.
Then read the core on Exsurgents. Change the shape of any "bad guy" to whatever you want and extrapolate any "must have features" with traits, etc...
Introduce any Dead Space elements after you have gotten them used to hypercorps screwing each other over...
Make sure when they meet exsurgents, they are thoroughly scared...
—
Regards,
Jason Brisbane
Sun, 2015-04-19 23:58
#3
Well, first off, welcome to
Well, first off, welcome to the post-Fall system!
As for creating NPC monsters, take a look at the portion of the book on exhumans and the exsurgent virus (p. 362). They've got example stats for various kinds of nasties, and you can easily modify them as you need by switching around stats, adding or removing abilities, etc. If you're looking for necromorph-like monsters, most of those are going to basically "transhuman except..." bases, though Eclipse Phase being the transhumanist thing that it is, you may need to figure out what implants and gear your victims-cum-monsters had and how, if at all, that affects them. As a general GMing guideline, I'd lean more heavily on behavior than stats to keep things interesting and engaging.
For more "foil" like characters, that depends on your players and their role in your story, but a non-general advice for EP is that if you're running the default setup of players-as-Firewall Sentinels, good foils are going to be the MIB-like Ozma, various flavors of Internal Affairs, or local militaries, like the Jovian Junta or a habitat's security force. If you do go the Firewall route, remember that you're running a game where the players are members of the shadowy, vilified-when-known-about conspiracy (or one among many, at any rate), so think about what sort of people would get in the way or oppose them.
Regarding maps and minis, I personally don't use them, and the rules as I see it don't really account for them. And the fact that so much of transhumanity lives in microgravity...well, that would be a challenge here on Earth.
Mon, 2015-04-20 07:40
#4
Monster design - Frak yeah!
I'm writing an article concerning this, so I'll keep it short to not screw myself over :P
If you're new to monster design, I recommend you don't sweat it too much about the creature's attributes - they're simply a numerical/rules representation of it's abilities, and they're what's important.
Think about what you want the monster to feel like: how it should look and move and sound, and what emotions it should evoke. If you're a visual thinker (like me), try imagining a "movie" scene where protagonists encounter the monster.
Key elements are: What it's good at, what it's excellent at, creepy special powers, and how to kill it.
If it's good at something, it should roll at 40 or 60 depending on circumstance, and 60 to 80 if it's excellent at it - but only roll when absolutely necessary in either case - you're rolling it's ability to resist the attempts of the PCs, not it's ability to succeed.
Creepy special powers help make monsters memorable - think "what is the difference between fighting this monster, and fighting a Bear".
Giving the monster's attack some special feature is a powerful tool here - a 1d10 damage attack which ignores or reduces the victim's armor, deals SV, or applies wound penalties will often be more memorable and have greater effect than simply increasing the damage or AP.
Finally, consider how you want the monster defeated. If the threat comes because there's a lot of them, simply give them a durability and armor value and run with it, but if they're supposed to be able to shrug off normal weaponry then give them some sort of resistance against it - for example dealing half damage, minimum damage or only a single point of damage depending on how much effect the weapon should have.
That should give you enough to run your monster for a single scenario or adventure - and running the adventure should help you round out the concept and nail down some values should you want to use it again.
Hope this helps :D
—
In the past we've had to compensate for weaknesses, finding quick solutions that only benefit a few.
But what if we never need to feel weak or morally conflicted again?
Mon, 2015-04-20 16:55
#5
Well, NPCs should have goals.
Well, NPCs should have goals. A plan is a means to an end. If the PCs foil that plan, or foil a step of that plan, the goals and motives of that NPC should dictate what it'll try to do next.
Does the NPC try again? Does the NPC revise its plan and try again? Does it come of up with a new plan? Does it have back up plans? What resources does it have right now, and when it tries again later? If found, will it fight or run? If its plans are ruined, will it be offended and go after the PCs or would it rather move on and hope to avoid them?
----
I wouldn't worry about stating out a monster. Stats are easy. An exsurgent gives you an easy way to handwave make up something new, especially when ever you need it. What you should be worried about is why the monster is scary. If you wanted something that is scary because it is deadly in combat, then a Reaper morph will suffice. If you wanted something that likes kidnapping children and mailing body parts back to their parents, then a splicer or even a flat will suffice. If you wanted something that is scary because it likes eating people alive, then you will need something else.
The other half is what you can do to stop the scary thing. Even a guy who likes running around killing people with a knife can be scary if no one can find and stop him...
Wed, 2015-04-22 01:15
#6
Thanks for the advice.
Thanks for the advice.
I think I am going to start with one the modules. I am not sure what one, that way I get a better feel for the game and mechanics.
Wed, 2015-04-22 08:55
#7
You could do what i did and
You could do what i did and start them on the devotees :P
Thu, 2015-04-23 23:37
#8
ORCACommander wrote:You could
Heh. That's mean. :)
—
J A C K G R A H A M :: Hooray for Earth!
http://eclipsephase.com :: twitter @jackgraham @faketsr :: Google+Jack Graham
Fri, 2015-04-24 09:32
#9
I started my players off on a
I started my players off on a mission for Firewall that involved no X-Risks or any other greeblies of any sort - just a straight-up search for a missing Firewall Sentinel. That morphed incandescently into them running [i]Mind the WMD[/i], because they wound up burning down the egocaster that the Mind the WMD premade crew were casting into, so they had to fix their fuck-up and do it themselves, whilst also looking for a place to reinstantiate the guys whose darkcast location they burnt down.
—
Skype and AIM names: Exactly the same as my forum name.
[url=http://tinyurl.com/mfcapss]My EP Character Questionnaire[/url]
[url=http://tinyurl.com/lbpsb93]Thread for my Questionnaire[/url]
[url=http://tinyurl.com/obu5adp]The Five Orange Pips[/url]
Fri, 2015-04-24 11:11
#10
jackgraham wrote
they accorded themselves fairly well actually apart from loosing an entire session to my friends making Dong jokes :P Biggest wrench they threw into the works though was that they managed to capture her. Good thing they had real trouble taking down one of her guards. I retroactively made him a synth with fleshmask and a ghost rider in his belly. It really got me to play up some body horror :)
Sat, 2015-05-02 17:38
#11
For horror scenarios, there
For horror scenarios, there are a few which are really ideal for starting characters. Glory and Continuity may fit your requirements, and save you some work.
For monsters (and the setting in general) be very careful. Stats really don't matter as much as in previous games. I've run adventures where the monster has very high stats, but then watch as the PCs crush it with a truck or shoot it out an airlock or whatnot. Rather, the most effective monsters are resourceful, have multiple methods of attack, and are largely unknown to the PCs. (I lose far more PCs to other paranoid PCs than I do to monster attacks.)
As for mapping... For most stations, stuff should be in 3D, because of microgravity. That makes mapping very tough. But because of the complexity of the setting, it's very handy to have a map. When I'm running a game with four or more people, I usually have a rough map and figures, not for combat scale, but to say 'hey, you can't see what's going on here, you're in the computer room'. It doesn't need to be big. If your party sticks together (or is smaller), you can just track it in your head.
Yes, EP has a lot to wrap your brain around. Things don't work like they do in other games. I think that's part of what makes the game really really cool, and it gives you a huge amount of space to come at the players sideways. But that also gives them plenty of space to surprise you. Plus, you can kill them with no guilt, since they can just resleeve.
Sat, 2015-05-02 19:13
#12
Speaking of maps...
In complete seriousness, Lego models are very useful for "maps" in 3D. Even if it's just a handful of random color bricks together, explaining each brick as a different module or capsule can be very useful.
For cluster habs in particular, K'Nex could also be useful, since they're less square-bias than Lego, though prepare for hand pain.
Sat, 2015-05-02 20:42
#13
jKaiser wrote:In complete
Me you and ThatWhichNeverWas need to play together at a convention :P
Sat, 2015-05-02 20:55
#14
I sometimes have booths at
I sometimes have booths at artist alleys in Chicago-based cons, so that might happen.
Tue, 2015-05-05 07:33
#15
Dude :D
I really wish I could say the same, but I live in Germany. :(
—
In the past we've had to compensate for weaknesses, finding quick solutions that only benefit a few.
But what if we never need to feel weak or morally conflicted again?
Thu, 2015-05-07 17:55
#16
For 3D mapping ideas that are
For 3D mapping ideas that are simple in 2D, check out the really old OD&D DM book (forget which one). We all grew up on top-down grid maps, but it seems like Gygax early on was in to doing cross-sections, as well. Up & down would be the z-axis (depth of the dungeon), and then each level's length or width on the x or y axis would be translated into the cross section. The limitations on this are that you have to pick between x & y, and that overlapping sections at the same z depth are hard to draw. But it's a simple way to get your own head around a 3D space you're mapping using good old-fashioned graph paper, so I find it pretty handy at times. YMMV.
—
J A C K G R A H A M :: Hooray for Earth!
http://eclipsephase.com :: twitter @jackgraham @faketsr :: Google+Jack Graham
Thu, 2015-05-07 22:13
#17
Big Fan of chandelier tavern
Big Fan of chandelier tavern fights huh Jack?
Fri, 2015-05-15 22:38
#18
My First Adventure
I don't know if you're still looking for "build big bad" advice, but here's what I did:
I ran Continuity as a "get to know Eclipse Phase" adventure with sample characters (they all died, as they usually do in Continuity). Then I ran an adventure I called "The Wreck of the Edmund Fitzgerald" (link to Google Doc).
In this adventure, I had the players be “backup insurance” investigators – they were going to investigate whether the insurance company storing copies of some folks’ minds would have to pay to upload them into new bodies due to a covered incident. In this case, the seeming death of all crew members on the bulk freighter Edmund Fitzgerald. Investigating this would reveal something exsurgent in the engine room.
For this adventure, I didn't bother with stats for the exsurgent entity; I just let it be something that looked vaguely human, absorbed all incoming fire, and shot plasma at the players. It's something you run from, not defeat; I'd been reading a lot of Lovecraft right before crafting the adventure, and I thought that it would make a better horror story if everyone who went up against the entity ended up fried (and, when we played it, one octopus was too curious/brave and ended up takoyaki).