From: | Roger Ramirez chariot@*********.net |
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Subject: | DNA/DOH! |
Date: | Mon, 13 Sep 1999 05:18:16 -0400 |
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>> I'd like to run the adventure DNA/DOA for my group, but I've got thsi
>> problem with the main plot point...here's some spoiler space for the
>> paranoid among us.
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>> Done. Okay. I basically like DNA/DOA, but the whole metegene stuff
>> where you can make your own metaspecies (Tiger Sapiens, etc.)...that's
>> just waaay too over-the-top for me. Has anyone found (or can anyone
>> think of) a way to change that part of the plot and still keep the rest
>> of the run intact? Or is it just better that I don't take the players
>> on this one?
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> If you like the basic premise, just tone it down a bit. Instead of
> newly created metaspecies, have the "patients" be metahumans that have
> undergone "retro-viral genetic alterations", which was done in an
> attempt to give metahumans characteristics found to be advantageous in
> animals (vision, claws, etc.). These patients were a) unwilling and
> b) unable to adapt to the changes and thus have become half mad (or
> more) and rather savage. When your players first encounter them, you
> can describe them (the "patients") as looking like Tiger Sapiens and
> such, until they get a much closer examination.
I went ahead and used the metagene species and added more insane looking
scitentists. Then I ran the whole thing like the Resident Evil computer
game. The players were scared and they had alot of fun.
The ork underground was great. I have a player who wants to quit
shadowrunning and move into the underground to help them out.
Chariot