Zed-F Posted November 13, 2006 Report Share Posted November 13, 2006 Since someone else already made culture shock 2, I'll re-pose this as culture shock 1B as it builds more directly off the original scenario. At the end of one story arc, the GM announces he's planning a change of pace for the next story arc, which should last 3-4 sessions or so and then get back to your usual fare. The next session, your characters find themselves (for whatever reason) taking an unexpected interdimensional trip to MarvelMutantParanoiaLand. Here, the public and law enforcement is hostile to any meta, regardless of SFX, heroic or not. Your characters have reason to believe they will be rescued / transported back eventually, but it will take some indeterminate amount of time on the order of weeks or months before it happens -- enough time that they have to get used to living there, but not so much time that they can really effect sweeping global changes. Oh, and it turns out (through no fault of their own) that a significantly powerful interdimensional baddie got transported to MarvelMutantParanoiaLand with them, and is not very happy about it... Initial investigation reveals that the dimensional baddie is a bit too tough to fight directly; the PCs need allies of some sort to effectively oppose him. However, the GM has dropped a few hints that there might be some sort of cause to the rampant anti-meta paranoia -- something the PCs might be able to do something about. The difficulty is, they aren't likely to be able to do both. The anti-meta paranoia is being caused by a shadowy conspiracy or mastermind figure, centered in Washington DC, and it will take all of the PCs' time and effort to unravel the complex layers of deception and uncover the heart of the problem, before time runs out and they return home. On the other hand, the dimensional baddie is currently rampaging through New York City, the city the PCs arrived in, to the tune of a quickly rising death toll, and it will similarly take all the PCs' effort to either manipulate/convince the local authorities to help them fight it, or contact enough local metas (all of which are in hiding) and convince them to come out of hiding and help fight it off. WWYCD? For my characters: Soulbarb would definitely be the type to go after the conspiracy. Sylph doesn't think that far ahead and would wind up tangling with the dimensional baddie. Quote Link to comment Share on other sites More sharing options...
David Johnston Posted November 13, 2006 Report Share Posted November 13, 2006 Re: Culture Shock 1B Y'know, fights really don't last all that long, and New York and Washington DC aren't really that far apart. Quote Link to comment Share on other sites More sharing options...
Zed-F Posted November 13, 2006 Author Report Share Posted November 13, 2006 Re: Culture Shock 1B The long part isn't the fight, it's the investigation / gathering of allies. Plus you can assume that your oppoents will be schemeing in some fashion to prevent you from stopping them. But, as you like. Quote Link to comment Share on other sites More sharing options...
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