Oh... I'm surprised there were OSI operatives in
the intro adventure.
What were the levels? Thanks for the info!!! Cap All characters were 3rd level. The reason we used
OSI operatives was to build in more role-playing potential. Since the
adventures only ran 2 hours, we felt this would help "complicate" things for the
players, and make the games more interesting for them. The OSI
operatives had secret orders to investigate possible supernatural activity, and
to try to convince the other players that there was nothing out of the ordinary
happening. The other players just thought they were rescuing bomber crew
members. This led to some very amusing actions on the part of the OSI
operatives (e.g., in one game, they tried to convince the others that the Nazis
were using hallucinogenic gas, and the Wehrwolf they fought was just a
hallucination).
There were also several ranks included. The Grunts
were loyal to the sarge (they came from his squad), but he was outranked by the
OSI operatives. This also led to some great arguments (in character) when
the OSI folks tried to order the other characters around.
The original adventure was pretty simple and linear, and
emphasized the Weird aspects of Weird Wars quite a bit more than the beginning
of a campaign probably should. We wanted to give players a chance to
experience a variety of aspects of the game in a short period of time.
Hope this helps.
Rob
|