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« on: December 10, 2013, 03:22:38 AM »
first off i would like to congratulate you on a fantastic game Ross love it and the concept. this being my first foray into strange fate i also think it does superhuman better than fate does, at least if your game is focused on the power as much as the story.
any who having consumed the book fully (must complement you on your choice of glue fantastic). i also being a horrible monster of a GM, have forced my players to play base raiders as our current campaign. well forced is probably a little strong.
"i would love to run base raiders as our next campaign"
"really what's it about"
"well an oversimplification is shadowrun with superheroing"
"awesome! marvel or DC?"
and thus my campaign was born, and through it i have found some interesting developments. but, before i go into them i should point out that my group all has +15 years of gaming and are all familiar with FATE gaming, so other gm's be wary your millage may vary.
the game is titled "Suicide Squad: After Ragnarock." the game starts one year after the disappearance of the various supers out there both villain and hero alike. the players play people in misprision for various crimes, whether they actually committed them or were framed for them is up to them and there back-stories. they are assembled to become the new suicide squad, which for those of you unfamiliar is just what it sounds. they will be given a tryout mission, come back and you qualify for the new squad don't and your dead...one way or the other. this will be your typical "origin story" now that you know the basic setup let me reveal my tweaks.
first off after being inspired by bayou beat-down 1 i decided that the easy way to figure out what stories i should put in this game was to ask them. now the DC universe has already been created so, after telling my comic book friendly friends where in the timeline it was set (Ragnarok event replacing Flash-point) i allowed them to each report 3 rumors about the game world, that would let me figure out just what they were looking for in stories. the rumors were classified as, things the public would know, things the villains would know, and things the heroes would know. with each player giving one of each type. the final trick i played (though it might possibly be a mistake) was to allow them to set the tone of the game by each putting a campaign aspect on the game.
if anyone is interested i'll post more detail about the game