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Re: [BNW] So what do the Defiance actually _do_?



> One of my group's missions was in regards to a
> "retired" Defiant who was a little old lady now.  Her neighbor possibly
> awoke -- she needed folks to look in on things and help her out (and see
if
> it was true).  She couldn't do anything b/c it would risk herself -- and
> what she knew.

That's interesting. Wrong for this particular session, but something I might
come back to.

> The other stuff they've done is a little more dramatic.  The RIpper is
> about taking out someone who's killing deltas and making the Defiance look
> bad.  You could also do resuce missions, infiltrations, scouting,
> information gathering.  It doesn't all have to be reactive.

A lot of the more active concepts are along the same lines as traditional
superhero games - stop the robbery / find the killer / save the day.

This is the role I see Delta Prime as playing, on the whole. They don't
cover everything, of course - just those that are politically important or
useful for prublic relations. But the Defiance would only (I would think)
get involved in those rarer cases DP don't care about.

Something like the Ripper adventure (which I've skimmed, but not bought)
would probably be handled by DP in my version of the game, unless they had a
good reason not to care.

I'm trying to develop the Defiance as less like superheroes, and more like
the French Resistance in home-made costumes.

> >1 - The Crescent City bus drivers are threatening strike action at the
> >moment. There's going to be a protest rally in a few days, and DP are
going
> >to break it up. The PCs will have to stop them.
>
> WHy would DP get involved?  DP doesn't show up until deltas get
> involved...well, at least in my interpertation.

That's something I'm having trouble with. Do DP have a 'deltas only'
mandate, concerned only with delta-related affairs? Or are they the secret
police / special forces of the government as well?

I could always add a delta element. I mainly want to use this strike bit to
foreshadow the second phase of the campaign, where the Delta Warriors hijack
a subway train, fill it with explosives and aim it at Prime HQ.

> The thing to think about is what do you want the idea/moral to be?  If
> there isn't one, then you can come up with anything.  Rescue missions are
> alawys good, but maybe something where they have to go in and grab some
> info or tech from a DP supply location.

Well, this particular bit has no real theme. The purpose of the mission is
to make the PCs (and players) _think_ they're getting into the Defiance's
good books. In actuality, their commander is trying to expose them to the
unethical actions of DP and show them the good the Defiance does, so he can
win them over.

So something where DP are the definite bad guys, and the Defiance the good
guys, would be right. But it can't go too far; this is a very grey campaign,
where DP isn't an eeeeeevil organization and the Defiance are a very mixed
bag.

A resuce mission would be a bit too similar to the previous session. It
needs to be on a broader canvas - something where the PCs move around the
city, rather than a building or complex.

--
Patrick O'Duffy, Brisbane, Australia

I'm back. I have a ragged army hanging on my every word.
And I'm pissed off.

 - Spider Jerusalem, TRANSMETROPOLITAN: I HATE IT HERE