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Which of these campaigns would you rather play in?

Which of these campaigns would you rather play in?


  • Total voters
    201

Morte

SOC-14 1K
I've been chewing over some campaign ideas, and in a moment of whimsy I decided to post a poll. Which of these would you like best, for a long-term campaign?

Feel free to expand on your answer...
 
Morte, as much as I love the old standard "tramp freighter" routine, I think your Organized Crime(OC) campaign would be a real winner. Sounds good for new players.

I would like to see the lightbulbs turning on as the more trusting PC members catch on.
"Naivity suits you well" says the Honest Broker, retrieving the data pad still warm with your thumbprint of acceptance of this latest contract.
 
Originally posted by hirch duckfinder:
actually , they all sound really good . now , if you will just relocate to london , uk ......
Woking is half an hour from Waterloo on the fast train, if that's any good...
 
Originally posted by Burocrate:
I think your Organized Crime(OC) campaign would be a real winner.
It looks great fun for a few sessions. I wonder how it would last over the long term, though. It could be a bit hollow.

I think it probably needs some bigger theme, to make the players root for the home team. E.g. the local gang holding off the Solomani "family" who are trying to take over and gain a foothold for their covert Solsec masters.

[I nearly said "higher purpose" instead of "bigger theme", but that doesn't fit. ;) ]
 
Here's my take on the answers, #1, #2, #3, #4.

I voted #2, but it would be #2, #4, #3, and #1 in that order. If only I could cross the Atalantic quickly enough to make a game feasible, I'd join you in a heartbeat.
 
I agree they all sound inviting. Limited to one vote I picked #2 which is the current leader (Scouts First!).

That said I guess it'd depend on the number (and type) of players. My opinions, in no particular order:

#2 is good for a very small group (1-4) and is open to many different types of play

#1 works for a slightly larger group (2-6)* but you do have that nagging mortgage as the main element

#3 is a good standby for a group that doesn't have a ship (I always felt it wasn't required) or when they lose the one they do have or its laid up for repairs

#4 is acutally pretty close to what I have cooking myself ;) It was kind of mutually decided by myself and my first (and lets hope not last) player for my (soonish) new game. He rolled dice in char. gen. and I found inspiration in reading them.

* or more, I find much more tough to manage, 4 players seems about ideal to me, from both sides of the screens.

I'm sure there are some wheels in wheels and a shadow of a bigger theme cooking in your brain, but if you're not conscious of it yet just let it simmer and see how the game develops
 
I voted for No. 4, but acutally they are all good ideas. My order of preference would be in reverse order of listing: 4, 3, 2, 1. Our current campaign is sort of a cross between 4 and 3 and 2 -- the players work for Scout intelligence branch, but have a cover as security troubleshooters/black ops specialists working for a dummy corporation. They sometimes have their own ship to use, sometime they buy tickets.
 
Mr. Morte,

Phew! It was tough to just choose one!

As Mr. Burns wisely points out, some of the choices are better suited for different group sizes.

I chose the S-2 style, your PCs will give you enough chances to involve them in trouble without the need of a mortgage payment or a 'honest' business assoicate. ;)


Sincerely,
Larsen
 
Originally posted by Jamus:
woah, 25% of us want to be good fellas.


It just means more work for those of us in Private Investigation/Security.

"I've worn a trench coat on a hundred worlds. In some cases it was appropriate.

Tobacco was illegal on this world. My body was feeling like it had been clubbed like a Vargr disco fan after a three day nightclubbing binge.

I had to settle for whisky instead."

Actually, I have played kind of good fellas games in the past. Any old conspiracy will do instead of "mere" organised crime. Political rebels, religious missionaries(!), feuding nobles...
 
This was a nice range of choices. The trouble with scouts service as I see it, is it requires more DM creativity than most. If you have a set up where the players can "run on auto" for a bit, it gives the DM time to finish his game, and puts less stress on him. Also for those times when its a few months between games due to sceduling of the players, you can "park" the characters.

BUt of course, if the DM has everything all set up, well....
 
#4 does seem quite familiar to successful plot lines. The biggest advantage is not always having to create a new patron when the old job is finished.

Anyway, to give the players hope for the bigger better deal with a built in twist is worth the effort.
 
I liked the frontier scenario, as Scouts have tended to get the raw deal compared to Merchants in my campaigns.

The idea of the frontier is also appealling as it conjures up all sorts of First Contact type scenarios. Also, the Scout mentality is more condusive to exploration rather than a military mindset...find an ancient civilization and kill it. Or that of a Merchant lets take their resources and run.

So when do I get to play?
 
I was thinking of a buffer zone for the scouts game. Somewhere there are "competing powers" to stir things up but no million ton fleets poised a parsec apart to overshadow the PCs. Say Reaver's Deep, Domain of Gateway, or the "Hiver Gap" (Hinterworlds/Leonidae/Spica/Phlask, especially the 3 way border in Spica).

just seems like every sector is full.
For a true frontier, there's the the "Spinward Gap" (Astron, Theron, Fulani, Theta Borealis, Khaeaw, Faoheiroi). That's DIY for practical purposes. It needs a 256 page book with 2 or 3 sectors of "unknown" UWPs.

Soon there'll be Interstellar Wars or the 1248 setting, where most of the map is plain unknown to any given character in the setting...
 
Originally posted by alanb:


"I've worn a trench coat on a hundred worlds. In some cases it was appropriate.

Tobacco was illegal on this world. My body was feeling like it had been clubbed like a Vargr disco fan after a three day nightclubbing binge.

I had to settle for whisky instead."
"I sat there with seven slugs in me, six of scotch and one of lead. . ."
 
For a "real" scout try the Alston League Scout Service, the ALS are recruiting now. Contact ALS Recruitment Alston/Banners
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"The old war wound was giving me that twinge. Then I saw her face when she turned around from serving the cheap local wine to a table of has-beens by the wall.

Looks like Jackie B isn't the only trouble I'm trying to find on this rock."
 
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