From: | Ryan W. Bolduan emeottrw@***.umn.edu |
---|---|
Subject: | Bug City Question |
Date: | Fri, 26 Feb 1999 11:12:37 -0600 (CST) |
> ] Does anybody here have any good tables/resources for running a Bug City
> ] campaign? Everybody in my group is being transported there as soon as my
> ] game hits the day before the blast (they're in March right now), and I am
> ] trying to prepare for a free-flowing bug city campaign. In other words, I
> ] want to set it up so even I don't neccisary know what will happen every
> ] day. It all depends on the players themselves. Any suggestions?
>
> Maybe work out a whole bunch of plotlines in advance, or at least
> the starting points, and then when it seems like the characters are
> stumbling nicely towards one of your adventure ideas, work it out
> in more detail.
> Frankly, I've always hated the idea of Random Encounters. They
> drive me absolutely...well, buggy. If you do do a random encounter
> thing, make sure to make very little of it combat oriented...Bug
> City is a bad, bad place, and trouncing the characters every four
> steps will make you pretty unpopular.
>
I agree, random encounters are not my cup of tea either. If you want to
think of these as "random" that's okay, but I was thinking more along the
lines of no specific "shadowruns." I will have a couple of possible major
developments, but I was thinking more along the lines of table with random
people you meet, possible hooks into bigger adventures I can then write
out. I would drive it myself, but for Chicago I really want to get away
from that. I want the group to run the system, telling me what they want
to do, given small specifics that I introduce. After they have ideas of
where they want to go, I can flech them out.