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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.