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RPGs / Working It Out.
« on: November 05, 2010, 05:20:14 AM »
Whenever I'm working on a new idea for a one-shot or a campaign, characters or setting, it's always helped me to be able to voice my ideas and have others chip in - throwing in their two cents on how to improve, alter or remedy problems and situations that come up in the creative process.
This thread is for helping Players and Games Masters with that creative process.
I'd like to get the ball rolling by asking for advice, ideas or notions on how to improve this general concept for a Sci-Fi Horror game that I've been working on for the last week or two.
Setting: Halo Universe
Cast: The Crew of the UNSC 'It's One of Ours', focus on Engineers/Medics/Specialists and a few Marines, probably pre-gens.
Concept: Essentially Dead Space meets Halo, I won't deny. The basic idea for the game is that ONI sends a ship out to explore the remains of Installation 04 and experiment with the Flood (ala 'The Mona Lisa' by Jeff VanderMeer and Tessa Kum), they lose contact with the ship, send in the crew of the UNSC 'It's One of Ours' to re-establish contact and enact repairs. Wacky Space Zombie hi-jinks ensue. I've been re-listening to Tom's Divine Fire AP's for ideas on Military Horror, and have decided to lift a few gems that I like. My aim is to have the players going in expecting this to be an action-y adventure, and slowly turn up the creep factor without ever actively exposing the Flood influence/presence in the game.
This thread is for helping Players and Games Masters with that creative process.
I'd like to get the ball rolling by asking for advice, ideas or notions on how to improve this general concept for a Sci-Fi Horror game that I've been working on for the last week or two.
Setting: Halo Universe
Cast: The Crew of the UNSC 'It's One of Ours', focus on Engineers/Medics/Specialists and a few Marines, probably pre-gens.
Concept: Essentially Dead Space meets Halo, I won't deny. The basic idea for the game is that ONI sends a ship out to explore the remains of Installation 04 and experiment with the Flood (ala 'The Mona Lisa' by Jeff VanderMeer and Tessa Kum), they lose contact with the ship, send in the crew of the UNSC 'It's One of Ours' to re-establish contact and enact repairs. Wacky Space Zombie hi-jinks ensue. I've been re-listening to Tom's Divine Fire AP's for ideas on Military Horror, and have decided to lift a few gems that I like. My aim is to have the players going in expecting this to be an action-y adventure, and slowly turn up the creep factor without ever actively exposing the Flood influence/presence in the game.