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A good way to simulate rescuing people from a fallen buildling...


azato

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Re: A good way to simulate rescuing people from a fallen buildling...

 

Players are really primarily interested in what is happening to them and what they are going to do, so this must be the core of your approach (IMO of course). In a battle I would usually have a narrative of what was happening in the battle pre-prepared with a series of cameos that the heroes would participate in. Those cameos would impact on the effects of the battle on the heroes and may or may not impact the overall result.

 

I think I would do the same for a collapsing building. Describe the backdrop, describe the challenges and then present the heroes with small cameos where they can make a difference. If there is the potential for the heroes doing something huge then that is fine but if there is not then make sure they are able to do something positive.

 

have a list of the cameos and present them to the players dependent on what their character is doing.

 

That way you get to intersperse narrative with feats of bravery, skill and endurance that should allow the heroes to shine amidst the chaos and terror.

 

 

Doc

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Re: A good way to simulate rescuing people from a fallen buildling...

 

"We need to stop that fire NOW, before it melts/burns that [very important part preveting the rest of building from collapse] but [it's to dangeroues for my people]/[we have no chance of doing that in time]."

 

More generalised:

Start with something that is easy to accomplish (for a superhero), but both crucial and impossible for the "normal" helpers. Can be looters, panicked crowd, equipment defects, that one "out of controll" fire, maybe the villain that caused the collapse (and is attacking helpers).

That way no matter how things go after that, the heroes have most likely already "saved the day" (by allowing the Police/Ambulances/Firemen to do their job).

 

What ever chalenge you have, make certain there are at least two heroes able to solve any problem (otherwise they might percieve it as railraoding).

 

When you could give us your players sheets, we might find something you can use here...

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Re: A good way to simulate rescuing people from a fallen buildling...

 

Thanks all. I do have the APG AND Post Apoc Hero and I could make use of ideas presented.

 

The players are paid to pick up goods at a museum...that is on the bad side of a war. The landed a pinnace and a have a grav personel carrier (with a turret) scounting the area. Rockets hit and the grav vehicle took off to engange (I don't think they realize this vehicle doesn't have much armor.

 

My Plan:

group 1 -those helping load the pinnace - Rockets will hit the museum and players need to rescue the injured...maybe even get to the museum pieces.

 

group 2 - those in the pinnace - will get a stream of people begging to be taken out of the city/country to where it is safe....will eventually escalate to a full mob.

 

group 3 - Those in the grav vehicle - will engage the inital rocket platforms but start facing increase waves flying enemies....a few p-51 followed by a bombers escorted by p51's...followed by a couple lower tech grav tanks then a few more grav tanks escorting the APCs who will try to take the pinnace.

 

I want to make the actions of Group 3 (success or failures) made a difference to the other two groups. I want to have some sort of action (combat/roleplaying/rescuing) going on with all 3 groups at the same time so i can go from group to group by phase and keep everybody intersted.

 

A little backgroun info - after much thought and concern I took a new job (same big company) which will necessitate me relocating my family to a differnt place...While i do have some things outlined out for the game we are playing, I am having some major difficulties concentrating on the campaign. Your input helps!

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Re: A good way to simulate rescuing people from a fallen buildling...

 

I want to make the actions of Group 3 (success or failures) made a difference to the other two groups. I want to have some sort of action (combat/roleplaying/rescuing) going on with all 3 groups at the same time so i can go from group to group by phase and keep everybody intersted.

This could be difficulty and something you should only try with multiple GM's. I've seen this done once on a Con with Traveller.

Was a diplomatic mission: big ship brigns diplomat to planet to negotiate peace between to factions. Extremist/weapons dealer of course have a different idea.

 

Afaik we had three groups/fronts:

One on the ground (spyteam), that went agaisnt the enemy robot factory/robot controll center.

One that tried to keep the amabasdor save.

And my team on an 5000 ton spaceship, that was "vented" out of most of his crew and full of enemies/robots.

My team really took a beating, until one other team managed to disable the robots. And (somehow) the commando deck of the ship was oppened (we had no chance of opening it ourself). We managed to prevent the bad guys from using our ship as makeshift asteriod-strike.

 

The end was one big fight with all teams together.

 

What went wrong:

We didn't knew about the other teams for most of the time.

We couldn't accoplish our goal without the other teams (the commando deck was to heavily armored).

 

It might be better to have all the teams actions have an effect on some kind of "final" scene, instead of affecting one another. Having them relate directly can mean that one teams fail makes the entire adventure unwinable.

At best make certain that early success of one team makes the other teams job easier, but never should one team depend upon the success of another one.

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