From: | Justin Pinnow <vanyel@*******.NET> |
---|---|
Subject: | Secret Agents (Long) |
Date: | Sun, 24 Aug 1997 23:29:29 -0400 |
write all my ideas down fast enough. ;) See what happens when I start
GMing? It's like the dam broke or something! :)
Anyway, I was thinking about creating a nice secret government agency based
in Seattle that deals with terrorist threats to the UCAS (and perhaps other
nifty special ops missions).
Now, I wanted to run a special campaign based around members of this agency
(special agents) that were members of the same special ops team. Here's
where my questions start coming (you have been warned) ;)
First, I already have a campaign that just started a month or so ago. I
don't know if it would be wise to bring the characters into the fold, so to
speak, of the organization, or to start a new campaign based around the
premise that all the PCs have already been "recruited" (usually by no
voluntary choice of their own). See, I REALLY think it could be an
EXCELLENT roleplaying experience for the everyone involved to deal with the
whole "recruiting" process in game time. Of course, this is best done
one-on-one with each player individually. I mean, it's such an emotional
and deep experience for everyone involved.
But here's the dilemma: If I start recruiting the current PCs into this
organization (I am sure I could come up with some reasons for their team to
be "acquired"), the players will feel railroaded. I hate doing that.
However, if I create a campaign based around the organization from the
start, we lose the opportunity for the entire recruiting process, unless we
play it out at the beginning of the game....but then it's kinda fake, cause
the players all know that they have to play along or not be in the
campaign. I don't like that option, either.
So, how do I run this specialized campaign without either offending the PCs
or losing the fundamental (and necessary, IMO) introductions that will
shape much of the interactions the agency has with each PC?
Also, when creating such an agency, there will be some necessary
modifications to the character creation process. First, all Contacts will
be lost. I mean, the PCs will have new identities and be allowed no
contact with their former Contacts/family members, etc. (They might all be
recruited from different parts of the country and relocated, even.) Also,
they would all have to go through a "programming", evaluation, and training
process that would take 1-2 years, I would guess to get them ready for
their missions, ensure their loyalty, etc. So, how should I work starting
skills, etc?
What I was thinking was maybe to have the starting characters created be 50
point characters or something like that, then after the introductions and
training processes are completed (several sessions of gaming in and of
itself), I would then throw the game forward 2 years (or whatever) and help
the characters spend the rest of their points toward the skills they would
be trained in while at their new homes. ;) Of course, another sensitive
issue would be required cyberwear, etc. that the agency implants against
everyone's will for tracking/"insurance" purposes.
What do people think of this idea for a campaign and for the specifics I
mentioned?
I really need some help here, so I don't piss off the players or end up
missing the wonderful roleplaying opportunities that would be made
available by such a campaign.
Oh, and BTW: if you all think I've been watching too many La Femme Nikita
episodes, you are probably correct. ;) I loved the original movie, also
loved the american remake, and I really love the series too. Thus, it was
inevitable that I created an SR campaign based around it. :)
Thanks for your help. I appreciate you all taking the time to read and
respond to this babble. :)
Justin :)