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[DL] Long term campaigns
How to keep a long term posse interested. . .
I don't know. The best I could think of is to delay it ending for a long
long time.
My concept is to have a two long term campaigns. The first one is to be
one where the posse discovers a dark and horrible organization that is
spreading fear and terror throughout America. I made one up that is
outside of PEG canon - that way the posse can rip it down without
digressing too much from the published material.
This organization has 13 cells operating in all locations of the
country. That way I can have a reason for the posse to travel everywhere
and experience all the flavors of the DL setting. Once/if the 13 cells are
destroyed, then the posse gets their "title-shot" and as to go after the
central figure. Along the way there will be red herrings, counter-attacks
and fake uber-evil leaders to keep the cycle of suspense and release going.
Now we get theoretical.
Phase Two
Then I was thinking of a second campaign, only this time the characters -
proven warriors of great renown - take place in the greater events of the
DL setting. This is where I wreck DL canon all over the place. Here the
characters are movers and shakers and have significance. Bring Deseret
into the Union? Go for it. Help Dixie Rails get to California first -
have fun. Stop Santa Anna? There he is.
This segment I would envision starting off with Stone capping off one the
main characters. . . and when things get stale the characters hunt down and
dispatch Stone. The ultimate title-shot as it were. Not that it would be
easy - the best compliment that I think that I ever got from my players is
that I play my villians intelligently.
Phase three
Assuming that the posse 'spatches Stone, then it's time for a little
Autherian Avalon action. These heroes of soon to be mythical legend are
recruited to go. . . you guessed it. . . into the Wasted West. Help us Obi
Wan, you're our only hope.
In the Wasted West they learn that humanity has squandered the chance that
the posse has earned it, but has not forgotten what the posse has done and
indeed they now have an almost Autherian reputation.
The posse has to deal with the much greater power levels, the fact that
they are completely unfamiliar with "common" technology, and sometimes they
have to battle the effects of their reputation - after all - the very fact
that they, ahem, THEY walk the earth again gives hope to all humanity,
making them target number one for the forces of the Reckoners. And for the
problems with hero worship, and for the way that people will come to rely
on the posse instead of themselves, etc. etc.
One minor spoiler here.
And. Stone number 2 is still out there. Only this time he's had several
hundred more years of experience. :->
BUT
If the Deadlands posse fails to kill Stone, meaning that I've killed all of
them instead. (And I would be trying my damndest) I'll still break out the
Hell on Earth books and say "because you failed to stop Stone, this is what
the world turns into. Let's roll up some new characters."
:)
And, even better, Stone still awaits.
For me, this is the longest I could conceivably extend an ongoing game. It
just wouldn't feel right to move the location a third time into the Lost
Colony setting.