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RE: [WW] How will a game progress?



Sir I think that all your ideas sound wonderful! The thing that makes
something Horror doesn't need to be overt. I think you can also get tons of
really cool ideas from that show, 'The Outer Limits'.

Lee

Mario Lee Bansen III		Pinnacle Entertainment Group, Inc.
Vice President		      PO Box 10908
leebansen@deadlands.com	      Blacksburg, VA 24062-0908
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www.peginc.com                F (540) 381-7797

> -----Original Message-----
> From: owner-weirdwars@gamerz.net [mailto:owner-weirdwars@gamerz.net]On
> Behalf Of Arne Reuter
> Sent: Thursday, May 31, 2001 2:30 AM
> To: weirdwars@gamerz.net
> Subject: [WW] How will a game progress?
>
>
> Hail!
>
> Considering the information so far, i was wondering (from the GM's
> perspective) how a campaign would progress, especially the presumed
> high bodycount.
>
> 1. Players start out as green troops, with lots of other green troops
> (npcs - that gives immediate new characters, once a PC buys the farm).
>
> 2. Eventually the fog of war takes over, units get smashed, remnants
> find themselves behind lines, in bad weather, cut of from their
> command structure
>
> 3. As an option to stress the Weird part have them encounter
> extradimensional portals that just twist time and reality (lots of bad
> movies on those, with one good one: the Philadelphia Experiment (i
> believe it was called))
>
> 4. Experienced troops will be set into hotspots (for "wargame"-type
> play, imagine have your group in a grinder like the normandy-landing)
> or be drawn into commando operations (recover ancient artifacts,
> egypt, greece, palestine, south america)?
>
> 5. As an off there always is the home front. Will these "heroes" be
> capable of having a conversation with a girl, or will they just beat
> up anybody who crosses their way? It'd be interesting to have them
> face normal opponents (criminals) and have to cut down on their own
> powers (you don't wield a bazooka, going to a party).
>
> Any other (general) ideas?
>
> Regards,
>
> Arne Reuter
>
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